Files
CHOMPStation2/code/game/objects/structures/barsign.dm
PsiOmega f3be9b41f0 Ports /vg/'s Nas-Sie remake.
First phase: Port cultify procs.
2015-04-11 13:58:08 +02:00

29 lines
1.4 KiB
Plaintext

/obj/structure/sign/double/barsign
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
anchored = 1
var/cult = 0
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(cult)
return
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."