/obj/structure/sign/double/barsign icon = 'icons/obj/barsigns.dmi' icon_state = "empty" anchored = 1 New() ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt")) return proc/ChangeSign(var/Text) src.icon_state = "[Text]" //on = 0 //brightness_on = 4 //uncomment these when the lighting fixes get in return /obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/weapon/card/id)) var/obj/item/weapon/card/id/card = I if(access_bar in card.GetAccess()) var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt") if(sign_type == null) return else sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else src.ChangeSign(sign_type) user << "You change the barsign."