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Improves barsigns and makes them buildable. (#24685)
* Improves barsigns and makes them buildable. * Requested fixes. * fingerprints and a parent call on attack_hand() (sure hope this doesn't break anything) * More fixes. (the change to barsigns.dmi is removing a bunch of almost-transparent pixels on the mead bay sign that shouldn't have been there) * Even more fixes. * Better code and sprite fixes. * early returns * better * more * switch * qwertyuiop * whoops * maps are stupid * mcramon sprites :o * i hope mapmerge works this time * i hope mapmerge works THIS time * zrsxdctfhghfcdszzsxdgcfhv --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
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@@ -171,6 +171,14 @@
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build_path = /obj/item/intercom_electronics
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category = list("initial", "Electronics")
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/datum/design/barsign_electronics
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name = "Bar Sign Electronics"
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id = "barsign_electronics"
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build_type = AUTOLATHE
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materials = list(MAT_METAL = 100, MAT_GLASS = 100)
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build_path = /obj/item/barsign_electronics
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category = list("initial", "Electronics")
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/datum/design/earmuffs
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name = "Earmuffs"
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id = "earmuffs"
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@@ -135,7 +135,8 @@
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name = "Bar Starter Kit"
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contains = list(/obj/item/storage/box/drinkingglasses,
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/obj/item/circuitboard/chem_dispenser/soda,
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/obj/item/circuitboard/chem_dispenser/beer)
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/obj/item/circuitboard/chem_dispenser/beer,
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/obj/item/barsign_electronics)
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cost = 250
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containername = "beer starter kit"
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announce_beacons = list("Bar" = list("Bar"))
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