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* Changes grenade proc names to be more clear (#55181) Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate(). * Changes grenade proc names to be more clear Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
42 lines
1.7 KiB
Plaintext
42 lines
1.7 KiB
Plaintext
/obj/machinery/vending/security
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name = "\improper SecTech"
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desc = "A security equipment vendor."
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product_ads = "Crack capitalist skulls!;Beat some heads in!;Don't forget - harm is good!;Your weapons are right here.;Handcuffs!;Freeze, scumbag!;Don't tase me bro!;Tase them, bro.;Why not have a donut?"
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icon_state = "sec"
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icon_deny = "sec-deny"
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light_mask = "sec-light-mask"
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req_access = list(ACCESS_SECURITY)
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products = list(/obj/item/restraints/handcuffs = 8,
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/obj/item/restraints/handcuffs/cable/zipties = 10,
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/obj/item/grenade/flashbang = 4,
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/obj/item/assembly/flash/handheld = 5,
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/obj/item/food/donut = 12,
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/obj/item/storage/box/evidence = 6,
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/obj/item/flashlight/seclite = 4,
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/obj/item/storage/bag/ammo = 2, // SKYRAT EDIT - Ammo Pouches
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/obj/item/restraints/legcuffs/bola/energy = 7)
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contraband = list(/obj/item/clothing/glasses/sunglasses = 2,
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/obj/item/storage/fancy/donut_box = 2)
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premium = list(/obj/item/storage/belt/security/webbing = 5,
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/obj/item/coin/antagtoken = 1,
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/obj/item/clothing/head/helmet/blueshirt = 1,
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/obj/item/clothing/suit/armor/vest/blueshirt = 1,
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/obj/item/clothing/gloves/tackler = 5,
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/obj/item/grenade/stingbang = 1)
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refill_canister = /obj/item/vending_refill/security
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default_price = PAYCHECK_MEDIUM
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extra_price = PAYCHECK_HARD * 1.5
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payment_department = ACCOUNT_SEC
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/obj/machinery/vending/security/pre_throw(obj/item/I)
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if(istype(I, /obj/item/grenade))
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var/obj/item/grenade/G = I
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G.arm_grenade()
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else if(istype(I, /obj/item/flashlight))
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var/obj/item/flashlight/F = I
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F.on = TRUE
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F.update_brightness()
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/obj/item/vending_refill/security
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icon_state = "refill_sec"
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