Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master'

This commit is contained in:
shazbot194
2018-03-06 21:08:03 -09:00
47 changed files with 3236 additions and 89 deletions
+1 -1
View File
@@ -1969,7 +1969,7 @@
"aLS" = (/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers{level = 1},/obj/machinery/atmospherics/pipe/manifold/hidden/supply,/turf/simulated/floor/plasteel,/area/crew_quarters/fitness)
"aLT" = (/obj/structure/table/reinforced,/obj/item/weapon/book/manual/security_space_law,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 9},/obj/item/weapon/pen/multi/gold,/turf/simulated/floor/carpet,/area/magistrateoffice)
"aLU" = (/obj/machinery/light{dir = 8},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/turf/simulated/floor/plasteel{dir = 8; icon_state = "neutral"},/area/crew_quarters/fitness)
"aLV" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/door/firedoor,/obj/machinery/door/airlock/public/glass{name = "Mr. Chang's"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/structure/disposalpipe/segment,/turf/simulated/floor/snow,/area/crew_quarters/mrchangs)
"aLV" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/door/firedoor,/obj/machinery/door/airlock/public/glass{name = "Mr. Chang's"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/structure/disposalpipe/segment,/turf/simulated/floor/wood,/area/crew_quarters/mrchangs)
"aLW" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4; level = 1},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/turf/simulated/floor/plasteel{icon_state = "white"},/area/crew_quarters/sleep)
"aLX" = (/obj/machinery/alarm{pixel_y = 23},/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1},/turf/simulated/floor/plasteel{icon_state = "neutral"; dir = 5},/area/crew_quarters/fitness)
"aLY" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 6},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/turf/simulated/floor/carpet/arcade,/area/crew_quarters/fitness{name = "\improper Arcade"})
+2 -2
View File
@@ -914,6 +914,7 @@
"rD" = (/obj/structure/table/wood{dir = 10},/obj/machinery/door_control{desc = "A remote control switch to block view of the singularity."; icon_state = "doorctrl0"; id = "SPECOPS"; name = "Ready Room"; pixel_x = -6; pixel_y = 6; req_access_txt = "114"},/obj/machinery/door_control{desc = "A remote control switch to block view of the singularity."; icon_state = "doorctrl0"; id = "specopsoffice"; name = "Privacy Shutters"; pixel_x = 6; pixel_y = -6; req_access_txt = "114"},/obj/machinery/door_control{desc = "A remote control switch to block view of the singularity."; icon_state = "doorctrl0"; id = "CCGAMMA"; name = "Gamma Lockdown"; pixel_x = -6; pixel_y = -6; req_access_txt = "114"},/turf/unsimulated/floor{dir = 8; icon_state = "carpetside"},/area/centcom/specops)
"rE" = (/turf/unsimulated/wall,/area/start)
"rF" = (/obj/effect/forcefield{desc = "You can't get in. Heh."; layer = 1; name = "Blocker"},/obj/machinery/door/poddoor/shutters{dir = 2; id_tag = "specopsoffice"; name = "Privacy Shutters"},/turf/unsimulated/wall/fakeglass{dir = 8; icon_state = "fakewindows3"; tag = "icon-fakewindows (WEST)"},/area/centcom/specops)
"rG" = (/obj/machinery/door/airlock/centcom{name = "Special Operations Command"; opacity = 1; req_access_txt = "114"},/obj/machinery/door/poddoor{id_tag = "specopsoffice"; name = "Super Privacy Shutters"},/turf/unsimulated/floor{icon_state = "vault"; dir = 8},/area/centcom/specops)
"rH" = (/obj/effect/landmark/start,/turf/unsimulated/floor,/area/start)
"rK" = (/turf/unsimulated/wall/splashscreen,/area/start)
"sq" = (/turf/unsimulated/wall,/area/centcom/control)
@@ -1034,7 +1035,6 @@
"uR" = (/obj/structure/table/reinforced,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
"uS" = (/obj/machinery/camera{c_tag = "CentComm Special Ops. Ready Room East"; dir = 8; network = list("ERT","CentComm")},/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
"uT" = (/obj/effect/forcefield{desc = "You can't get in. Heh."; layer = 1; name = "Blocker"},/turf/unsimulated/wall/fakeglass{dir = 8; icon_state = "fakewindows3"; tag = "icon-fakewindows (WEST)"},/area/centcom/specops)
"uU" = (/obj/machinery/door/airlock/centcom{name = "Special Operations Command"; opacity = 1; req_access_txt = "114"},/turf/unsimulated/floor{icon_state = "vault"; dir = 8},/area/centcom/specops)
"uW" = (/obj/structure/urinal,/turf/unsimulated/wall,/area/centcom/specops)
"uX" = (/obj/structure/stool/bed/chair/comfy/black{dir = 4},/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
"va" = (/obj/structure/table/reinforced,/obj/effect/landmark{name = "Commando_Manual"},/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
@@ -1634,7 +1634,7 @@ aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmoGoNoJoWoPoGfmjHfFkdkdkdkdfFlZmdujujujujujujujujuqururururururussXfeujflsqtQtRtZsuutuuuvuwuxuyuzsutQtRtZsqaNaNohogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmpgpfpfpfphoGfmoKkdkdkdkdkdkdoLmdujujujujujujujujsXuAuBuBuBuBuBuCsXsXoMsXsquEtRtSsuuFtRuGuHtRtRtRsuuEtRtZsqsqsqohogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmpipfpkpopfptfdoUoToToToToToToVfdujujujuIuIujujujuJuKuKuKuKuKuKuKuLuKuKuKuMtRtRtRuNtRtRtRtRtRtRtRuNtRtRtZoltRolomogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmoGpjpfpfrloGfmfmfmfmfmfmfmfmfmfmujujuOuPuQuRujuSsXsXrFuUrFsXsXoXsXoZoYpbsquetRucsutRtRtRtRtRtRtRsuuetRtZsqsqsqohogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmoGpjpfpfrloGfmfmfmfmfmfmfmfmfmfmujujuOuPuQuRujuSsXsXrFrGrFsXsXoXsXoZoYpbsquetRucsutRtRtRtRtRtRtRsuuetRtZsqsqsqohogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmpnrnrmrprooGfmaNsXrxujujujujujryujuXrzooonvavbujvcvdvdvdvdvesXuKsXsXsXsXsqtQtRtZsuvfuuvgvgvgvhvisutQtRtZsqaNaNohogogogogogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmpDoEoEoEoErkfmaNsXrAujsXuWuWsXsXujujvauRvmuRujujvnvdvovpvqvdsXuKsXvrtTtUsqtQtRtZsqsqvsvtvuvvvwsqsqtQtRtZsqaNaNohogogogopogogogohaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNfmfmfmfmfmfmfmfmaNsXrBujsXvkvkpqprujujujvyvyujujujvzvdrCvBvCbesXuKsqpstRtRvFtRtRtZsqsqsusususususqsqtQtRtZsqaNaNoqodododododododoraNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
+1
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@@ -120,6 +120,7 @@
#define TINT_IMPAIR 2 //Threshold of tint level to apply weld mask overlay
#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
#define EYE_SHINE_THRESHOLD 6 //dark_view threshold past which a humanoid's eyes will 'shine' in the dark.
#define isliving(A) (istype((A), /mob/living))
#define iscarbon(A) (istype((A), /mob/living/carbon))
+9
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@@ -897,3 +897,12 @@ proc/rand_hex_color()
for(var/i=0;i<6;i++)
color = color+pick(colors)
return "#[color]"
//Imagine removing pixels from the main icon that are covered by pixels from the mask icon.
proc/get_icon_difference(var/icon/main, var/icon/mask)
if(istype(main) && istype(mask))
mask.Blend(rgb(255,255,255), ICON_SUBTRACT) //Make all pixels on the mask as black as possible.
mask.Opaque(rgb(255,255,255)) //Make the transparent pixels (background) white.
mask.BecomeAlphaMask() //Make all the black pixels vanish (fully transparent), leaving only the white pixels.
main.AddAlphaMask(mask) //Make the pixels in the main icon that are in the transparent zone of the mask icon also vanish (fully transparent).
return main
+1 -1
View File
@@ -1337,7 +1337,7 @@ Standard way to write links -Sayu
if(covered_locations & HEAD)
return 0
if("eyes")
if(covered_locations & HEAD || face_covered & HIDEEYES || eyesmouth_covered & GLASSESCOVERSEYES)
if(face_covered & HIDEEYES || eyesmouth_covered & GLASSESCOVERSEYES || eyesmouth_covered & HEADCOVERSEYES)
return 0
if("mouth")
if(covered_locations & HEAD || face_covered & HIDEFACE || eyesmouth_covered & MASKCOVERSMOUTH)
+5 -8
View File
@@ -20,15 +20,8 @@ Make sure spells that are removed from spell_list are actually removed and delet
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets, mob/user = usr, distanceoverride)
if(!targets.len)
to_chat(user, "No mind found.")
return
if(targets.len > 1)
to_chat(user, "Too many minds! You're not a hive damnit!")//Whaa...aat?
return
var/mob/living/target = targets[1]
var/mob/living/target = targets[range]
if(!(target in oview(range)) && !distanceoverride)//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
to_chat(user, "They are too far away!")
@@ -50,6 +43,10 @@ Also, you never added distance checking after target is selected. I've went ahea
to_chat(user, "Their mind is resisting your spell.")
return
if(istype(target, /mob/living/silicon))
to_chat(user, "You feel this enslaved being is just as dead as its cold, hard exoskeleton.")
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
+2
View File
@@ -128,10 +128,12 @@
/datum/dna/gene/disability/colourblindness/activate(var/mob/M, var/connected, var/flags)
..()
M.update_client_colour() //Handle the activation of the colourblindness on the mob.
M.update_icons() //Apply eyeshine as needed.
/datum/dna/gene/disability/colourblindness/deactivate(var/mob/M, var/connected, var/flags)
..()
M.update_client_colour() //Handle the deactivation of the colourblindness on the mob.
M.update_icons() //Remove eyeshine as needed.
/datum/dna/gene/disability/deaf
name="Deafness"
+2
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@@ -164,10 +164,12 @@
/datum/dna/gene/basic/xray/activate(mob/living/M, connected, flags)
..()
M.update_sight()
M.update_icons() //Apply eyeshine as needed.
/datum/dna/gene/basic/xray/deactivate(mob/living/M, connected, flags)
..()
M.update_sight()
M.update_icons() //Remove eyeshine as needed.
/datum/dna/gene/basic/tk
name="Telekenesis"
+122 -8
View File
@@ -97,6 +97,9 @@
var/obj/item/weapon/coin/coin
var/datum/wires/vending/wires = null
var/item_slot = FALSE
var/obj/item/inserted_item = null
/obj/machinery/vending/New()
..()
wires = new(src)
@@ -119,6 +122,10 @@
return
/obj/machinery/vending/Destroy()
eject_item()
return ..()
/**
* Build src.produdct_records from the products lists
*
@@ -281,9 +288,54 @@
return;
else
to_chat(user, "<span class='notice'>You should probably unscrew the service panel first.</span>")
else if(item_slot_check(user, I))
insert_item(user, I)
return
else
..()
//Override this proc to do per-machine checks on the inserted item, but remember to call the parent to handle these generic checks before your logic!
/obj/machinery/vending/proc/item_slot_check(mob/user, obj/item/I)
if(!item_slot)
return FALSE
if(alert(user, "Do you want to attempt to insert [I]?", "","Yes", "No") == "No")
return FALSE
if(inserted_item)
to_chat(user, "<span class='warning'>There is something already inserted!</span>")
return FALSE
return TRUE
/* Example override for item_slot_check proc:
/obj/machinery/vending/example/item_slot_check(mob/user, obj/item/I)
if(!..())
return FALSE
if(!istype(I, /obj/item/toy))
to_chat(user, "<span class='warning'>[I] isn't compatible with this machine's slot.</span>")
return FALSE
return TRUE
*/
/obj/machinery/vending/proc/insert_item(mob/user, obj/item/I)
if(!item_slot || inserted_item)
return
if(!user.canUnEquip(I))
to_chat(user, "<span class='warning'>[I] is stuck to your hand, you can't seem to put it down!</span>")
return
user.unEquip(I)
inserted_item = I
I.forceMove(src)
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
nanomanager.update_uis(src)
/obj/machinery/vending/proc/eject_item()
if(!item_slot || !inserted_item)
return
inserted_item.forceMove(get_turf(src))
inserted_item = null
nanomanager.update_uis(src)
/obj/machinery/vending/emag_act(user as mob)
emagged = 1
to_chat(user, "You short out the product lock on [src]")
@@ -439,12 +491,21 @@
data["products"] = listed_products
if(src.coin)
data["coin"] = src.coin.name
if(coin)
data["coin"] = coin.name
if(src.panel_open)
if(item_slot)
data["item_slot"] = 1
if(inserted_item)
data["inserted_item"] = inserted_item
else
data["inserted_item"] = null
else
data["item_slot"] = 0
if(panel_open)
data["panel"] = 1
data["speaker"] = src.shut_up ? 0 : 1
data["speaker"] = shut_up ? 0 : 1
else
data["panel"] = 0
return data
@@ -463,6 +524,9 @@
to_chat(usr, "<span class='notice'>You remove [coin] from [src].</span>")
categories &= ~CAT_COIN
if(href_list["remove_item"])
eject_item()
if(href_list["pay"])
if(currently_vending && vendor_account && !vendor_account.suspended)
var/paid = 0
@@ -562,14 +626,32 @@
use_power(vend_power_usage) //actuators and stuff
if(icon_vend) //Show the vending animation if needed
flick(icon_vend,src)
spawn(src.vend_delay)
new R.product_path(get_turf(src))
spawn(vend_delay)
do_vend(R)
status_message = ""
status_error = 0
vend_ready = 1
currently_vending = null
nanomanager.update_uis(src)
//override this proc to add handling for what to do with the vended product when you have a inserted item and remember to include a parent call for this generic handling
/obj/machinery/vending/proc/do_vend(datum/data/vending_product/R)
if(!item_slot || !inserted_item)
new R.product_path(get_turf(src))
return TRUE
return FALSE
/* Example override for do_vend proc:
/obj/machinery/vending/example/do_vend(datum/data/vending_product/R)
if(..())
return
var/obj/item/vended = new R.product_path()
if(inserted_item.force == initial(inserted_item.force)
inserted_item.force += vended.force
inserted_item.damtype = vended.damtype
qdel(vended)
*/
/obj/machinery/vending/proc/stock(var/datum/data/vending_product/R, var/mob/user)
if(panel_open)
to_chat(user, "<span class='notice'>You stock the [src] with \a [R.product_name]</span>")
@@ -701,6 +783,7 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine = 5,
/obj/item/weapon/reagent_containers/food/drinks/bag/goonbag = 3,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua = 5,
/obj/item/weapon/reagent_containers/food/drinks/cans/beer = 6,
@@ -737,18 +820,22 @@
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
/obj/machinery/vending/coffee
name = "\improper Hot Drinks machine"
desc = "A vending machine which dispenses hot drinks."
product_ads = "Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies"
icon_state = "coffee"
icon_vend = "coffee-vend"
item_slot = TRUE
vend_delay = 34
products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25,
/obj/item/weapon/reagent_containers/food/drinks/chocolate = 10, /obj/item/weapon/reagent_containers/food/drinks/chicken_soup = 10,/obj/item/weapon/reagent_containers/food/drinks/weightloss = 10)
/obj/item/weapon/reagent_containers/food/drinks/chocolate = 10, /obj/item/weapon/reagent_containers/food/drinks/chicken_soup = 10,/obj/item/weapon/reagent_containers/food/drinks/weightloss = 10,
/obj/item/weapon/reagent_containers/food/drinks/mug = 15)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10)
premium = list(/obj/item/weapon/reagent_containers/food/drinks/mug/novelty = 5)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25, /obj/item/weapon/reagent_containers/food/drinks/tea = 25, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25, /obj/item/weapon/reagent_containers/food/drinks/chocolate = 25,
/obj/item/weapon/reagent_containers/food/drinks/chicken_soup = 30,/obj/item/weapon/reagent_containers/food/drinks/weightloss = 50)
/obj/item/weapon/reagent_containers/food/drinks/chicken_soup = 30,/obj/item/weapon/reagent_containers/food/drinks/weightloss = 50, /obj/item/weapon/reagent_containers/food/drinks/mug = 50)
refill_canister = /obj/item/weapon/vending_refill/coffee
/obj/machinery/vending/coffee/New()
@@ -761,6 +848,33 @@
component_parts += new /obj/item/weapon/vending_refill/coffee(0)
component_parts += new /obj/item/weapon/vending_refill/coffee(0)
/obj/machinery/vending/coffee/item_slot_check(mob/user, obj/item/I)
if(!..())
return FALSE
if(!(istype(I, /obj/item/weapon/reagent_containers/glass) || istype(I, /obj/item/weapon/reagent_containers/food/drinks)))
to_chat(user, "<span class='warning'>[I] is not compatible with this machine.</span>")
return FALSE
if(!I.is_open_container())
to_chat(user, "<span class='warning>You need to open [I] before you insert it.</span>")
return FALSE
return TRUE
/obj/machinery/vending/coffee/do_vend(datum/data/vending_product/R)
if(..())
return
var/obj/item/weapon/reagent_containers/food/drinks/vended = new R.product_path()
if(istype(vended, /obj/item/weapon/reagent_containers/food/drinks/mug))
vended.forceMove(get_turf(src))
return
vended.reagents.trans_to(inserted_item, vended.reagents.total_volume)
if(vended.reagents.total_volume)
vended.forceMove(get_turf(src))
else
qdel(vended)
/obj/machinery/vending/snack
name = "\improper Getmore Chocolate Corp"
desc = "A snack machine courtesy of the Getmore Chocolate Corporation, based out of Mars."
+37 -34
View File
@@ -12,18 +12,18 @@
icon_state ="bookEngineering"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Station Repairs and Construction"
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_construction&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="https://Nanotrasen.se/wiki/index.php?title=Guide_to_Construction&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_particle_accelerator
name = "Particle Accelerator User's Guide"
@@ -32,7 +32,7 @@
title = "Particle Accelerator User's Guide"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -65,7 +65,7 @@
</ol>
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/supermatter_engine
@@ -158,18 +158,18 @@
title = "Hacking"
//big pile of shit below.
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="https://Nanotrasen.se/wiki/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_singularity_safety
name = "Singularity Safety in Special Circumstances"
@@ -178,7 +178,7 @@
title = "Singularity Safety in Special Circumstances"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -217,14 +217,14 @@
Step one: <b>GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!</b><br>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/hydroponics_pod_people
name = "The Human Harvest - From seed to market"
icon_state ="bookHydroponicsPodPeople"
author = "Farmer John"
title = "The Human Harvest - From seed to market"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -252,7 +252,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/medical_cloning
name = "Cloning techniques of the 26th century"
@@ -261,7 +261,7 @@
title = "Cloning techniques of the 26th century"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -329,7 +329,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/ripley_build_and_repair
@@ -339,7 +339,7 @@
title = "APLU \"Ripley\" Construction and Operation Manual"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -405,7 +405,7 @@
<h2>Operation</h2>
Coming soon...
"}*/
"}
/obj/item/weapon/book/manual/experimentor
name = "Mentoring your Experiments"
@@ -544,7 +544,7 @@
icon_state = "rdbook"
author = "Dr. L. Ight"
title = "Research and Development 101"
/*dat = {"
dat = {"
<html>
<head>
<style>
@@ -580,11 +580,14 @@
<h2>Protolathe</h2>
This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid plasma, silver, gold, and diamonds along with a variety of chemicals to produce devices. The downside is that, again, not all devices you make are 100% reliable when you first discover them.
<h1>Reliability and You</h1>
As it has been stated, many devices when they're first discovered do not have a 100% reliablity when you first discover them. Instead, the reliablity of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer, and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer. Once the device reachs a certain minimum reliability, you'll gain tech advancements from it.
<h1>Building a Better Machine</h1>
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results!
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine.
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/robotics_cyborgs
@@ -592,7 +595,7 @@
icon_state = "borgbook"
author = "XISC"
title = "Cyborgs for Dummies"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 21px; margin: 15px 0px 5px;}
@@ -787,7 +790,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/security_space_law
name = "Space Law"
@@ -801,7 +804,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://nanotrasen.se/wiki/index.php?title=Space_law&printable=yes" frameborder="0" id="main_frame"></iframe> </body>
<iframe width='100%' height='97%' src="https://Nanotrasen.se/wiki/index.php?title=Space_law&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
@@ -818,17 +821,17 @@
icon_state ="bookEngineering2"
author = "Engineering Encyclopedia"
title = "Engineering Textbook"
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
<iframe width='100%' height='97%' src="https://Nanotrasen.se/wiki/index.php?title=Guide_to_Engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/chef_recipes
@@ -836,7 +839,7 @@
icon_state = "cooked_book"
author = "Victoria Ponsonby"
title = "Chef Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -884,14 +887,14 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/barman_recipes
name = "Barman Recipes"
icon_state = "barbook"
author = "Sir John Rose"
title = "Barman Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -936,7 +939,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/detective
@@ -944,7 +947,7 @@
icon_state ="bookDetective"
author = "Nanotrasen"
title = "The Film Noir: Proper Procedures for Investigations"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -978,14 +981,14 @@
It really is that easy! Good luck!
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/nuclear
name = "Fission Mailed: Nuclear Sabotage 101"
icon_state ="bookNuclear"
author = "Syndicate"
title = "Fission Mailed: Nuclear Sabotage 101"
/*dat = {"<html>
dat = {"<html>
Nuclear Explosives 101:<br>
Hello and thank you for choosing the Syndicate for your nuclear information needs.<br>
Today's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.<br>
@@ -1013,7 +1016,7 @@
<b>Disk, Code, Safety, Timer, Disk, RUN!</b><br>
Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.<br>
Good luck!
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/atmospipes
name = "Pipes and You: Getting To Know Your Scary Tools"
@@ -2557,4 +2560,4 @@
</body>
</html>
"}
"}
@@ -37,7 +37,7 @@
/obj/item/weapon/vending_refill/coffee
machine_name = "hot drinks"
icon_state = "refill_joe"
charges = 28//of 85
charges = 35//of 105
/obj/item/weapon/vending_refill/snack
machine_name = "Getmore Chocolate Corp"
@@ -35,6 +35,7 @@
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/weapon/door_remote/chief_engineer(src)
new /obj/item/weapon/rpd(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/ce(src)
/obj/structure/closet/secure_closet/engineering_electrical
@@ -111,8 +111,15 @@
..()
new /obj/item/weapon/reagent_containers/food/pill/haloperidol(src)
new /obj/item/weapon/reagent_containers/food/pill/haloperidol(src)
new /obj/item/weapon/reagent_containers/food/pill/haloperidol(src)
new /obj/item/weapon/reagent_containers/food/pill/methamphetamine(src)
new /obj/item/weapon/reagent_containers/food/pill/methamphetamine(src)
new /obj/item/weapon/reagent_containers/food/pill/methamphetamine(src)
new /obj/item/weapon/reagent_containers/food/pill/patch/nicotine(src)
new /obj/item/weapon/reagent_containers/food/pill/patch/nicotine(src)
new /obj/item/weapon/reagent_containers/food/pill/patch/nicotine(src)
new /obj/item/weapon/reagent_containers/food/pill/hydrocodone(src)
new /obj/item/weapon/reagent_containers/food/pill/hydrocodone(src)
/obj/structure/closet/secure_closet/psychiatrist
name = "psychiatrist's locker"
@@ -130,7 +137,10 @@
new /obj/item/weapon/reagent_containers/syringe(src)
new /obj/item/weapon/reagent_containers/glass/bottle/ether(src)
new /obj/item/weapon/storage/pill_bottle/psychiatrist(src)
new /obj/random/plushie(src)
for(var/i in 0 to 3)
var/candy = pick(subtypesof(/obj/item/weapon/reagent_containers/food/snacks/candy/fudge))
new candy(src)
/obj/structure/closet/secure_closet/CMO
name = "chief medical officer's locker"
@@ -173,6 +183,7 @@
new /obj/item/weapon/reagent_containers/hypospray/CMO(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/medical(src)
new /obj/item/weapon/door_remote/chief_medical_officer(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/cmo(src)
/obj/structure/closet/secure_closet/animal
@@ -71,6 +71,7 @@
new /obj/item/device/flash(src)
new /obj/item/device/laser_pointer(src)
new /obj/item/weapon/door_remote/research_director(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/rd(src)
/obj/structure/closet/secure_closet/research_reagents
@@ -31,6 +31,7 @@
new /obj/item/weapon/storage/belt/rapier(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/door_remote/captain(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/cap(src)
/obj/structure/closet/secure_closet/hop
@@ -56,6 +57,7 @@
new /obj/item/device/flash(src)
new /obj/item/clothing/accessory/petcollar(src)
new /obj/item/weapon/door_remote/civillian(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/hop(src)
/obj/structure/closet/secure_closet/hop2
@@ -120,6 +122,7 @@
new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/energy/gun/hos(src)
new /obj/item/weapon/door_remote/head_of_security(src)
new /obj/item/weapon/reagent_containers/food/drinks/mug/hos(src)
/obj/structure/closet/secure_closet/warden
@@ -79,3 +79,54 @@
display_name = "Nano-Mob Hunter GO! Cartridge"
path = /obj/item/weapon/cartridge/mob_hunt_game
cost = 2
//////////////////////
// Mugs //
//////////////////////
/datum/gear/mug
display_name = "random coffee mug"
description = "A randomly colored coffee mug. You'll need to supply your own beverage though."
path = /obj/item/weapon/reagent_containers/food/drinks/mug
sort_category = "Mugs"
/datum/gear/novelty_mug
display_name = "novelty coffee mug"
description = "A random novelty coffee mug. You'll need to supply your own beverage though."
path = /obj/item/weapon/reagent_containers/food/drinks/mug/novelty
cost = 2
sort_category = "Mugs"
/datum/gear/mug/department
subtype_path = /datum/gear/mug/department
sort_category = "Mugs"
subtype_cost_overlap = FALSE
/datum/gear/mug/department/eng
display_name = "engineer coffee mug"
description = "An engineer's coffee mug, emblazoned in the colors of the Engineering department."
allowed_roles = list("Chief Engineer", "Station Engineer", "Mechanic", "Life Support Specialist")
path = /obj/item/weapon/reagent_containers/food/drinks/mug/eng
/datum/gear/mug/department/med
display_name = "doctor coffee mug"
description = "A doctor's coffee mug, emblazoned in the colors of the Medical department."
allowed_roles = list("Chief Medical Officer", "Medical Doctor", "Chemist", "Psychiatrist", "Paramedic", "Virologist", "Coroner")
path = /obj/item/weapon/reagent_containers/food/drinks/mug/med
/datum/gear/mug/department/sci
display_name = "scientist coffee mug"
description = "A scientist's coffee mug, emblazoned in the colors of the Science department."
allowed_roles = list("Research Director", "Scientist", "Roboticist")
path = /obj/item/weapon/reagent_containers/food/drinks/mug/sci
/datum/gear/mug/department/sec
display_name = "officer coffee mug"
description = "An officer's coffee mug, emblazoned in the colors of the Security department."
allowed_roles = list("Head of Security", "Warden", "Detective", "Security Officer", "Security Pod Pilot", "Brig Physician", "Internal Affairs Agent")
path = /obj/item/weapon/reagent_containers/food/drinks/mug/sec
/datum/gear/mug/department/serv
display_name = "crewmember coffee mug"
description = "A crewmember's coffee mug, emblazoned in the colors of the Service department."
path = /obj/item/weapon/reagent_containers/food/drinks/mug/serv
@@ -152,7 +152,3 @@
/datum/gear/hat/flowerpin
display_name = "hair flower"
path = /obj/item/clothing/head/hairflower
/datum/gear/hat/flowerpinpurp
display_name = "hair flower, purple"
path = /obj/item/clothing/head/hairflower/purple
-5
View File
@@ -14,11 +14,6 @@
desc = "Smells nice."
item_state = "hairflower"
/obj/item/clothing/head/hairflower/purple
icon_state = "hairflowerp"
item_state = "hairflowerp"
item_state = "that"
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
+1 -1
View File
@@ -588,7 +588,7 @@
/obj/item/clothing/head/fluff/heather_winceworth // Regens: Heather Winceworth
name= "Heather's rose"
desc= "A beautiful purple rose for your hair."
icon= 'icons/obj/clothing/hats.dmi'
icon= 'icons/obj/custom_items.dmi'
icon_state = "hairflowerp"
item_state = "hairflowerp"
@@ -353,3 +353,16 @@
icon = 'icons/obj/lavaland/ash_flora.dmi'
icon_state = "mushroom_bowl"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weapon/reagent_containers/food/drinks/bag
name = "Drink bag"
desc = "Normally put in wine boxes, or down pants at stadium events."
icon_state = "goonbag"
volume = 70
/obj/item/weapon/reagent_containers/food/drinks/bag/goonbag
name = "Goon from a Blue Toolbox special edition"
desc = "Wine from the land down under, where the dingos roam and the roos do wander."
icon_state = "goonbag"
list_reagents = list("wine" = 70)
@@ -0,0 +1,166 @@
/obj/item/weapon/reagent_containers/food/drinks/mug
name = "coffee mug"
desc = "A mug for sipping hot beverages out of."
icon = 'icons/obj/mugs.dmi'
icon_state = "mug"
var/novelty = FALSE
var/preset = FALSE
/obj/item/weapon/reagent_containers/food/drinks/mug/novelty
name = "novelty coffee mug"
desc = "A fun mug for your coffee or other hot beverage!"
novelty = TRUE
/datum/novelty_mug
var/name = "novelty coffee mug"
var/description = "A fun mug for your coffee or other hot beverage!"
var/state = "mug"
/datum/novelty_mug/peace
name = "peaceful mug"
description = "It's like... so peaceful, man."
state = "mug_peace"
/datum/novelty_mug/fire
name = "fire mug"
description = "Caution: contents and design may be incredibly hot."
state = "mug_fire"
/datum/novelty_mug/best
name = "best mug"
description = "By decree of this mug, you are the best!"
state = "mug_best"
/datum/novelty_mug/best/New()
var/locale = pick("Room's", "Department's", "Station's", "World's", "Sector's", "System's", "Galaxy's", "Universe's", "Multi-verse's", "Nanotrasen's", "Syndicate's")
var/what = pick("Crewmember", "Spessman", "Employee", "Coffee", "Coffee-drinker", "Survivor", "Personality", "Lifeform", "Doctor", "Scientist", "Engineer", "Officer", "Civillian", "Captain", "Agent")
name = "\"[locale] Best [what]\" mug"
/datum/novelty_mug/worst
name = "worst mug"
description = "By decree of this mug, you are the worst!"
state = "mug_worst"
/datum/novelty_mug/worst/New()
var/locale = pick("Room's", "Department's", "Station's", "World's", "Sector's", "System's", "Galaxy's", "Universe's", "Multi-verse's", "Nanotrasen's", "Syndicate's")
var/what = pick("Crewmember", "Spessman", "Employee", "Coffee", "Coffee-drinker", "Survivor", "Personality", "Lifeform", "Doctor", "Scientist", "Engineer", "Officer", "Civillian", "Captain", "Agent")
name = "\"[locale] Worst [what]\" mug"
/datum/novelty_mug/insult
name = "insulting coffee mug"
description = "How rude!"
state = "mug_insult"
/datum/novelty_mug/insult/New()
var/insult = pick("There isn't enough coffee to make you tolerable.", "I drink coffee so I can pretend to like people.", "I haven't had my coffee yet... What's your excuse?", "This coffee is more robust than you.", "Decaf is for weaklings like you.")
description = "This one says:\"[insult]\""
/datum/novelty_mug/pda
name = "PDA mug"
description = "Finally, a use for one of these!"
state = "mug_pda"
/datum/novelty_mug/rad
name = "radioactive mug"
description = "Is coffee supposed to be green... and glowing?"
state = "mug_rad"
/datum/novelty_mug/tide
name = "greytide mug"
description = "This coffee packs almost as much of a punch as a toolbox to the face!"
state = "mug_tide"
/datum/novelty_mug/happy
name = "happy mug"
description = "Even when you aren't, this mug helps you look happy around coworkers."
state = "mug_happy"
/datum/novelty_mug/pills
name = "prescription mug"
description = "Prescription: caffeine. Dosage: As much as it takes."
state = "mug_pills"
/datum/novelty_mug/rainbow
name = "rainbow mug"
description = "So mesmerizing!"
state = "mug_rainbow"
/obj/item/weapon/reagent_containers/food/drinks/mug/New()
..()
if(preset)
return
if(novelty)
var/novelty_type = pick(subtypesof(/datum/novelty_mug))
var/datum/novelty_mug/selected = new novelty_type
name = selected.name
desc = selected.description
icon_state = selected.state
else
icon_state = pick("mug_black", "mug_white", "mug_red", "mug_blue", "mug_green", "mug_pink")
/obj/item/weapon/reagent_containers/food/drinks/mug/eng
name = "engineer's mug"
desc = "A mug engineered to hold your beverage... IN SPACE!"
icon_state = "mug_eng"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/med
name = "doctor's mug"
desc = "A mug that can hold the cure for what ails you!"
icon_state = "mug_med"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/sci
name = "scientist's mug"
desc = "Nothing fuels research like a coffee mug... or grant money!"
icon_state = "mug_sci"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/sec
name = "officer's mug"
desc = "The perfect partner for a sprinkled donut or stunbaton!"
icon_state = "mug_sec"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/serv
name = "crewmember's mug"
desc = "Serve your thirst better than you serve the rest of the crew!"
icon_state = "mug_serv"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/ce
name = "chief engineer's mug"
desc = "Broken and welded back together countless times, just like the station! Probably microwave safe."
icon_state = "mug_ce"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/hos
name = "head of security's mug"
desc = "If only your officers were as robust as this coffee's flavor!"
icon_state = "mug_hos"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/rd
name = "research director's mug"
desc = "Energy tech level: 99"
icon_state = "mug_rd"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/cmo
name = "chief medical officer's mug"
desc = "Fill it with something to keep you awake while you try to keep the crew alive."
icon_state = "mug_cmo"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/hop
name = "head of personnel's mug"
desc = "Are the stains on the bottom coffee or ink?"
icon_state = "mug_hop"
preset = TRUE
/obj/item/weapon/reagent_containers/food/drinks/mug/cap
name = "captain's mug"
desc = "An inscription on the side reads \"Best Captain 2559\"... The last time the station had a worthy captain."
icon_state = "mug_cap"
preset = TRUE
+9 -1
View File
@@ -1,3 +1,4 @@
#define MAX_WEIGHT_CLASS WEIGHT_CLASS_SMALL * 2
//Food items that are eaten normally and don't leave anything behind.
/obj/item/weapon/reagent_containers/food/snacks
name = "snack"
@@ -14,6 +15,7 @@
var/dry = 0
var/cooktype[0]
var/cooked_type = null //for microwave cooking. path of the resulting item after microwaving
var/total_w_class = 0 //for the total weight an item of food can carry
//Placeholder for effect that trigger on eating that aren't tied to reagents.
@@ -131,6 +133,10 @@
)
inaccurate = 1
else if(W.w_class <= WEIGHT_CLASS_SMALL && istype(src,/obj/item/weapon/reagent_containers/food/snacks/sliceable))
if(total_w_class > MAX_WEIGHT_CLASS)
// Nope, no bluespace slice food
to_chat(user, "<span class='warning'>Something is already in [src]!</span>")
return 1
if(!iscarbon(user))
return 1
to_chat(user, "<span class='warning'>You slip [W] inside [src].</span>")
@@ -138,6 +144,7 @@
if((user.client && user.s_active != src))
user.client.screen -= W
W.dropped(user)
total_w_class += W.w_class
add_fingerprint(user)
contents += W
return
@@ -2521,4 +2528,5 @@
icon_state = "onionrings"
list_reagents = list("nutriment" = 3)
filling_color = "#C0C9A0"
gender = PLURAL
gender = PLURAL
#undef MAX_WEIGHT_CLASS
@@ -1668,6 +1668,41 @@
G.icon_state = "grabbed1"
G.synch()
/mob/living/carbon/human/proc/get_eyecon()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(istype(species) && species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eye_implant) //Eye implants override native DNA eye colo(u)r
eyes_icon = eye_implant.generate_icon()
else if(eyes)
eyes_icon = eyes.generate_icon()
else
eyes_icon.Blend("#800000", ICON_ADD)
return eyes_icon
/mob/living/carbon/human/proc/get_eye_shine() //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
return image(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
Eyes need to have significantly high darksight to shine unless the mob has the XRAY vision mutation. Eyes will not shine if they are covered in any way.*/
/mob/living/carbon/human/proc/eyes_shine()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(!(istype(eyes) || istype(eye_implant)))
return FALSE
if(!get_location_accessible(src, "eyes"))
return FALSE
if(!(eyes.shine()) && !istype(eye_implant) && !(XRAY in mutations)) //If their eyes don't shine, they don't have other augs, nor do they have X-RAY vision
return FALSE
return TRUE
/mob/living/carbon/human/proc/gut()
set category = "Abilities"
set name = "Gut"
@@ -170,9 +170,9 @@ I use this to standardize shadowling dethrall code
-- Crazylemon
*/
/mob/living/carbon/human/proc/named_organ_parent(var/organ_name)
if(!get_int_organ(organ_name))
if(!get_int_organ_tag(organ_name))
return null
var/obj/item/organ/internal/O = get_int_organ(organ_name)
var/obj/item/organ/internal/O = get_int_organ_tag(organ_name)
return O.parent_organ
/mob/living/carbon/human/has_organic_damage()
@@ -187,4 +187,4 @@ I use this to standardize shadowling dethrall code
splinted_limbs.Cut()
for(var/obj/item/organ/external/limb in bodyparts)
if(limb.status & ORGAN_SPLINTED)
splinted_limbs += limb
splinted_limbs += limb
@@ -947,6 +947,8 @@
/datum/species/machine/handle_death(var/mob/living/carbon/human/H)
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
if(!head_organ)
return
head_organ.h_style = "Bald"
head_organ.f_style = "Shaved"
spawn(100)
@@ -105,6 +105,7 @@ Please contact me on #coderbus IRC. ~Carn x
/mob/living/carbon/human
var/list/overlays_standing[TOTAL_LAYERS]
var/list/misc_effect_overlays = list() //Overlays that are applied at a custom layer (defined in each image's .layer property) outside of standard overlay application. Updated in update_misc_effects()
var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
var/icon/skeleton
var/list/cached_standing_overlays = list() // List of everything currently in a human's actual overlays
@@ -154,6 +155,10 @@ Please contact me on #coderbus IRC. ~Carn x
I.layer = (-2 - (TOTAL_LAYERS - i)) // Highest layer gets -2, each prior layer is 1 lower
new_overlays += I
update_misc_effects()
if(misc_effect_overlays)
new_overlays += misc_effect_overlays
if(frozen) // Admin freeze overlay
new_overlays += frozen
@@ -1324,6 +1329,13 @@ var/global/list/damage_icon_parts = list()
if(update_icons) update_icons()
/mob/living/carbon/human/proc/update_misc_effects()
misc_effect_overlays.Cut()
//Begin appending miscellaneous effects.
if(eyes_shine())
misc_effect_overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
/mob/living/carbon/human/proc/force_update_limbs()
for(var/obj/item/organ/external/O in bodyparts)
O.sync_colour_to_human(src)
+21
View File
@@ -226,6 +226,27 @@ var/list/ai_verbs_default = list(
job = "AI"
/mob/living/silicon/ai/Stat()
..()
if(statpanel("Status"))
if(stat)
stat(null, text("Systems nonfunctional"))
return
show_borg_info()
/mob/living/silicon/ai/proc/show_borg_info()
stat(null, text("Connected cyborgs: [connected_robots.len]"))
for(var/mob/living/silicon/robot/R in connected_robots)
var/robot_status = "Nominal"
if(R.stat || !R.client)
robot_status = "OFFLINE"
else if(!R.cell || R.cell.charge <= 0)
robot_status = "DEPOWERED"
// Name, Health, Battery, Module, Area, and Status! Everything an AI wants to know about its borgies!
var/area/A = get_area(R)
stat(null, text("[R.name] | S.Integrity: [R.health]% | Cell: [R.cell ? "[R.cell.charge] / [R.cell.maxcharge]" : "Empty"] | \
Module: [R.designation] | Loc: [sanitize(A.name)] | Status: [robot_status]"))
/mob/living/silicon/ai/rename_character(oldname, newname)
if(!..(oldname, newname))
return FALSE
+1
View File
@@ -769,6 +769,7 @@
data["totalLoad"] = round(lastused_equip + lastused_light + lastused_environ)
data["coverLocked"] = coverlocked
data["siliconUser"] = istype(user, /mob/living/silicon)
data["siliconLock"] = locked
data["malfStatus"] = get_malf_status(user)
var/powerChannels[0]
+6 -2
View File
@@ -27,7 +27,11 @@
/obj/item/projectile/magic/death/on_hit(var/mob/living/carbon/G)
. = ..()
if(isliving(G))
G.adjustFireLoss(3000)
if(G.get_species() == "Machine") //speshul snowfleks deserv speshul treetment
G.adjustFireLoss(6969) //remember - slimes love fire
else
G.death()
visible_message("<span class='danger'>[G] topples backwards as the death bolt impacts them!</span>")
/obj/item/projectile/magic/fireball/Range()
@@ -293,4 +297,4 @@ proc/wabbajack(mob/living/M)
damage_type = BURN
flag = "magic"
dismemberment = 50
nodamage = 0
nodamage = 0
@@ -41,7 +41,8 @@
/obj/machinery/hydroponics,
/obj/machinery/constructable_frame,
/obj/machinery/icemachine,
/obj/item/weapon/bombcore/chemical)
/obj/item/weapon/bombcore/chemical,
/obj/machinery/vending)
/obj/item/weapon/reagent_containers/glass/New()
..()
@@ -110,3 +110,9 @@
desc = "Used to treat respiratory distress."
icon_state = "pill8"
list_reagents = list("salbutamol" = 20)
/obj/item/weapon/reagent_containers/food/pill/hydrocodone
name = "Hydrocodone pill"
desc = "Used to treat extreme pain."
icon_state = "pill6"
list_reagents = list("hydrocodone" = 15)
+12 -2
View File
@@ -18,6 +18,9 @@
/obj/item/organ/internal/cyberimp/eyes/insert(var/mob/living/carbon/M, var/special = 0)
..()
var/mob/living/carbon/human/H = M
if(istype(H) && eye_colour)
H.update_body() //Apply our eye colour to the target.
if(aug_message && !special)
to_chat(owner, "<span class='notice'>[aug_message]</span>")
M.update_sight()
@@ -26,6 +29,15 @@
. = ..()
M.update_sight()
/obj/item/organ/internal/cyberimp/eyes/proc/generate_icon(var/mob/living/carbon/human/HA)
var/mob/living/carbon/human/H = HA
if(!istype(H))
H = owner
var/icon/cybereyes_icon = new /icon('icons/mob/human_face.dmi', H.species.eyes)
cybereyes_icon.Blend(eye_colour, ICON_ADD) // Eye implants override native DNA eye color
return cybereyes_icon
/obj/item/organ/internal/cyberimp/eyes/emp_act(severity)
if(!owner || emp_proof)
return
@@ -35,8 +47,6 @@
to_chat(owner, "<span class='warning'>Static obfuscates your vision!</span>")
owner.flash_eyes(visual = 1)
/obj/item/organ/internal/cyberimp/eyes/xray
name = "X-ray implant"
desc = "These cybernetic eye implants will give you X-ray vision. Blinking is futile."
+8
View File
@@ -337,6 +337,14 @@ I use this so that this can be made better once the organ overhaul rolls out --
return 0
return src == O.get_int_organ(organ_tag)
/obj/item/organ/proc/is_robotic(var/purist = FALSE)
if(purist && (robotic > 1 || status & (ORGAN_ROBOT))) //Only the robotiest.
return TRUE
if(robotic || status & (ORGAN_ROBOT|ORGAN_ASSISTED)) //Any tech will do.
return TRUE
return FALSE
/obj/item/organ/serialize()
var/data = ..()
if(status != 0)
@@ -692,7 +692,6 @@ Note that amputating the affected organ does in fact remove the infection from t
if(!owner)
return
var/is_robotic = status & ORGAN_ROBOT
var/mob/living/carbon/human/victim = owner
if(status & ORGAN_SPLINTED)
@@ -724,7 +723,7 @@ Note that amputating the affected organ does in fact remove the infection from t
victim.bodyparts_by_name[limb_name] = null // Remove from owner's vars.
//Robotic limbs explode if sabotaged.
if(is_robotic && sabotaged)
if(is_robotic() && sabotaged)
victim.visible_message(
"<span class='danger'>\The [victim]'s [src.name] explodes violently!</span>",\
"<span class='danger'>Your [src.name] explodes!</span>",\
+2 -10
View File
@@ -102,16 +102,8 @@ var/global/list/limb_icon_cache = list()
return
if(species.has_organ["eyes"])
var/obj/item/organ/internal/eyes/eyes = owner.get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = owner.get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eye_implant) // Eye implants override native DNA eye color
eyes_icon.Blend(eye_implant.eye_colour, ICON_ADD)
else if(eyes)
eyes_icon.Blend(eyes.eye_colour, ICON_ADD)
else
eyes_icon.Blend("#800000", ICON_ADD)
var/icon/eyes_icon = owner.get_eyecon()
if(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
@@ -305,6 +305,15 @@
/obj/item/organ/internal/eyes/proc/update_colour()
dna.write_eyes_attributes(src)
/obj/item/organ/internal/eyes/proc/generate_icon(var/mob/living/carbon/human/HA)
var/mob/living/carbon/human/H = HA
if(!istype(H))
H = owner
var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', H.species.eyes)
eyes_icon.Blend(eye_colour, ICON_ADD)
return eyes_icon
/obj/item/organ/internal/eyes/proc/get_colourmatrix() //Returns a special colour matrix if the eyes are organic and the mob is colourblind, otherwise it uses the current one.
if(!robotic && owner.disabilities & COLOURBLIND)
return colourblind_matrix
@@ -314,6 +323,10 @@
/obj/item/organ/internal/eyes/proc/get_dark_view() //Returns dark_view (if the eyes are organic) for see_invisible handling in species.dm to be autoprocessed by life().
return dark_view
/obj/item/organ/internal/eyes/proc/shine()
if(is_robotic() || (dark_view > EYE_SHINE_THRESHOLD))
return TRUE
/obj/item/organ/internal/eyes/insert(mob/living/carbon/human/M, special = 0)
..()
if(istype(M) && eye_colour)
@@ -164,7 +164,7 @@
. = stored_mmi
if(owner.mind)
owner.mind.transfer_to(stored_mmi.brainmob)
stored_mmi.forceMove(get_turf(src))
stored_mmi.forceMove(get_turf(owner))
stored_mmi = null
..()
qdel(src)
+55
View File
@@ -56,6 +56,61 @@
-->
<div class="commit sansserif">
<h2 class="date">06 March 2018</h2>
<h3 class="author">Regen updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes the purple hair flower pin from loadout and general player access, because this is a fluff item.</li>
</ul>
<h2 class="date">04 March 2018</h2>
<h3 class="author">Funce updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">APC Interface lock UI works for silicons.</li>
</ul>
<h2 class="date">03 March 2018</h2>
<h3 class="author">Birdtalon updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">A few more items in the Psyche locker.</li>
</ul>
<h3 class="author">Citinited updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">IPCs can now lose russian roulette without going to nullspace</li>
</ul>
<h3 class="author">DarkPyrolord updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Sliceable food items are no longer hammerspace capable</li>
</ul>
<h3 class="author">FalseIncarnate updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds colored, departmental, and novelty mugs to the hot drinks machine and loadout menu under "Mugs".</li>
<li class="rscadd">Adds Head of Staff coffee mugs to their respective lockers.</li>
<li class="rscadd">Adds support for inserting items into vendors and having the vendor interact with said item when vending items.</li>
<li class="rscadd">Adds the ability to insert containers into the hot drink machine, filling the container with your purchase.</li>
</ul>
<h3 class="author">Fethas updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The booze o' mat now has wine..bags.</li>
</ul>
<h3 class="author">KasparoVy updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The eyes of humanoids who have XRAY vision mutation, sufficiently high darkview, synthetic eyes or eye implants now appear to shine in the dark.</li>
<li class="rscadd">Adds a way to 'cut' one icon's pixels out of another by using the get_icon_difference() proc.</li>
<li class="bugfix">get_location_accessible() now checks the appropriate flags when determining the accessibility of eyes.</li>
</ul>
<h3 class="author">Serket updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Death Wand can kill slimes and hopefully everything</li>
<li class="bugfix">Wizards can no longer mind-swap borgs</li>
<li class="rscadd">ERT Specops Office now comes with extra privacy (borgs can't open the ERT mech room, etc.)</li>
<li class="bugfix">Removed snow from Mr Chang's</li>
<li class="bugfix">Fixed a dethralling error causing message typos</li>
</ul>
<h3 class="author">Tayyyyyyy updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">AIs can view info of their synced borgs in the status panel</li>
</ul>
<h2 class="date">26 February 2018</h2>
<h3 class="author">Birdtalon updated:</h3>
<ul class="changes bgimages16">
+40
View File
@@ -6085,3 +6085,43 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
2018-02-26:
Birdtalon:
- rscdel: Removes printing photos on security consoles.
2018-03-03:
Birdtalon:
- tweak: A few more items in the Psyche locker.
Citinited:
- bugfix: IPCs can now lose russian roulette without going to nullspace
DarkPyrolord:
- bugfix: Sliceable food items are no longer hammerspace capable
FalseIncarnate:
- rscadd: Adds colored, departmental, and novelty mugs to the hot drinks machine
and loadout menu under "Mugs".
- rscadd: Adds Head of Staff coffee mugs to their respective lockers.
- rscadd: Adds support for inserting items into vendors and having the vendor interact
with said item when vending items.
- rscadd: Adds the ability to insert containers into the hot drink machine, filling
the container with your purchase.
Fethas:
- rscadd: The booze o' mat now has wine..bags.
KasparoVy:
- rscadd: The eyes of humanoids who have XRAY vision mutation, sufficiently high
darkview, synthetic eyes or eye implants now appear to shine in the dark.
- rscadd: Adds a way to 'cut' one icon's pixels out of another by using the get_icon_difference()
proc.
- bugfix: get_location_accessible() now checks the appropriate flags when determining
the accessibility of eyes.
Serket:
- bugfix: Death Wand can kill slimes and hopefully everything
- bugfix: Wizards can no longer mind-swap borgs
- rscadd: ERT Specops Office now comes with extra privacy (borgs can't open the
ERT mech room, etc.)
- bugfix: Removed snow from Mr Chang's
- bugfix: Fixed a dethralling error causing message typos
Tayyyyyyy:
- rscadd: AIs can view info of their synced borgs in the status panel
2018-03-04:
Funce:
- bugfix: APC Interface lock UI works for silicons.
2018-03-06:
Regen:
- rscdel: Removes the purple hair flower pin from loadout and general player access,
because this is a fluff item.
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+2563
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+1 -1
View File
@@ -4,7 +4,7 @@
Interface Lock:
</div>
<div class="itemContentFull">
{{:helper.link('Engaged', 'lock', {'toggleaccess' : 1}, data.locked ? 'selected' : null)}}{{:helper.link('Disengaged', 'unlock', {'toggleaccess' : 1}, data.malfStatus >= 2 ? 'linkOff' : (data.locked ? null : 'selected'))}}
{{:helper.link('Engaged', 'lock', {'toggleaccess' : 1}, data.siliconLock ? 'selected' : null)}}{{:helper.link('Disengaged', 'unlock', {'toggleaccess' : 1}, data.malfStatus >= 2 ? 'linkOff' : (data.siliconLock ? null : 'selected'))}}
</div>
<div class="clearBoth"></div>
{{else}}
+11
View File
@@ -33,6 +33,17 @@
<div class='itemContent'>{{:helper.link(data.coin, 'eject', {'remove_coin' : 1})}}</div>
</div>
{{/if}}
{{if data.item_slot == 1}}
<h2>Item Slot</h2>
<div class='item'>
<div class='itemLabel'>Item Slot:</div>
{{if data.inserted_item}}
<div class='itemContent'>{{:helper.link(data.inserted_item, 'eject', {'remove_item' : 1})}}</div>
{{else}}
<div class='itemContent'>Empty</div>
{{/if}}
</div>
{{/if}}
{{else data.mode == 1}} <!-- Payment screen -->
<h2>Item selected</h2>
<div class='item'>
+1
View File
@@ -1370,6 +1370,7 @@
#include "code\modules\food_and_drinks\drinks\drinks\bottle.dm"
#include "code\modules\food_and_drinks\drinks\drinks\cans.dm"
#include "code\modules\food_and_drinks\drinks\drinks\drinkingglass.dm"
#include "code\modules\food_and_drinks\drinks\drinks\mugs.dm"
#include "code\modules\food_and_drinks\drinks\drinks\shotglass.dm"
#include "code\modules\food_and_drinks\food\candy.dm"
#include "code\modules\food_and_drinks\food\condiment.dm"