mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
Appeases coding standards, adds ingredient icons to UI
The bottler interface now will show both the icon and name of the ingredient in each slot. Also cleaned up stuff as commented on by DZD
This commit is contained in:
@@ -35,24 +35,24 @@
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qdel(recipe)
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/obj/machinery/bottler/attackby(obj/item/O, mob/user, params)
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if(iswrench(O)) //This being before the NODROP check allows borgs to (un)wrench bottlers in case they need move them to fix stuff
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if(iswrench(O)) //This being before the canUnequip check allows borgs to (un)wrench bottlers in case they need move them to fix stuff
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playsound(src, 'sound/items/Ratchet.ogg', 50, 1)
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if(anchored)
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anchored = 0
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to_chat(user, "<span class='alert'>\The [src] can now be moved.</span>")
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to_chat(user, "<span class='alert'>[src] can now be moved.</span>")
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else
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anchored = 1
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to_chat(user, "<span class='alert'>\The [src] is now secured.</span>")
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to_chat(user, "<span class='alert'>[src] is now secured.</span>")
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return 1
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if(O.flags & NODROP)
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to_chat(user, "<span class='warning'>\The [O] is stuck to your hand, you can't seem to put it down!</span>")
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if(!user.canUnEquip(O, 0))
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to_chat(user, "<span class='warning'>[O] is stuck to your hand, you can't seem to put it down!</span>")
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return 0
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if(is_type_in_list(O,acceptable_items))
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks))
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var/obj/item/weapon/reagent_containers/food/snacks/S = O
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user.unEquip(S)
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if(S.reagents && !S.reagents.total_volume) //This prevents us from using empty foods, should one occur due to some sort of error
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to_chat(user, "<span class='warning'>\The [S.name] is gone, oh no!</span>")
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to_chat(user, "<span class='warning'>[S] is gone, oh no!</span>")
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qdel(S) //Delete the food object because it is useless even as food due to the lack of reagents
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else
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insert_item(S, user)
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@@ -92,7 +92,7 @@
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if(!O || !user)
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return
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if(obj_1 && obj_2 && obj_3)
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to_chat(user, "<span class='warning'>\The [src] is full, please remove or process the contents first.</span>")
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to_chat(user, "<span class='warning'>[src] is full, please remove or process the contents first.</span>")
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return
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var/slot_inserted = 0
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if(!obj_1)
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@@ -106,10 +106,10 @@
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obj_3 = O
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if(!slot_inserted)
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to_chat(user, "<span class='warning'>Something went wrong and the machine spits out \the [O].</span>")
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O.forceMove(src.loc)
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to_chat(user, "<span class='warning'>Something went wrong and the machine spits out [O].</span>")
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O.forceMove(loc)
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else
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to_chat(user, "<span class='notice'>You load \the [O] into the [slot_inserted]\th ingredient tray.</span>")
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to_chat(user, "<span class='notice'>You load [O] into the [slot_inserted]\th ingredient tray.</span>")
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O.forceMove(src)
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updateUsrDialog()
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@@ -117,20 +117,20 @@
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var/obj/item/O = null
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if(obj_1 && (slot == 1 || slot == 4))
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O = obj_1
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O.forceMove(src.loc)
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O.forceMove(loc)
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obj_1 = null
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if(obj_2 && (slot == 2 || slot == 4))
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O = obj_2
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O.forceMove(src.loc)
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O.forceMove(loc)
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obj_2 = null
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if(obj_3 && (slot == 3 || slot == 4))
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O = obj_3
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O.forceMove(src.loc)
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O.forceMove(loc)
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obj_3 = null
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if(slot == 4)
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visible_message("<span class='notice'>\The [src] beeps as it ejects the contents of all the ingredient trays.</span>")
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visible_message("<span class='notice'>[src] beeps as it ejects the contents of all the ingredient trays.</span>")
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else
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visible_message("<span class='notice'>\The [src] beeps as it ejects [O.name] from the [slot]\th ingredient tray.</span>")
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visible_message("<span class='notice'>[src] beeps as it ejects [O.name] from the [slot]\th ingredient tray.</span>")
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updateUsrDialog()
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/obj/machinery/bottler/proc/recycle_container(obj/item/O)
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@@ -160,28 +160,28 @@
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cans++
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recycled = 1
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if(recycled)
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visible_message("<span class='notice'>\The [src] whirs briefly as it prepares the container for reuse.</span>")
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visible_message("<span class='notice'>[src] whirs briefly as it prepares the container for reuse.</span>")
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qdel(O)
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updateUsrDialog()
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else
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visible_message("<span class='warning'>\The [src] cannot store any more cans at this time. Please fill some before recycling more.</span>")
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O.forceMove(src.loc)
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visible_message("<span class='warning'>[src] cannot store any more cans at this time. Please fill some before recycling more.</span>")
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O.forceMove(loc)
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/obj/machinery/bottler/proc/process_sheets(obj/item/stack/sheet/S)
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if(!S)
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return
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S.forceMove(src.loc)
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S.forceMove(loc)
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//Glass sheets for glass bottles (1 bottle per sheet)
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if(istype(S, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = S
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if(glass_bottles < 10)
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var/sheets_to_use = min((10 - glass_bottles), G.amount)
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visible_message("<span class='notice'>\The [src] shudders as it converts [sheets_to_use] [G.singular_name]\s into new bottles.</span>")
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visible_message("<span class='notice'>[src] shudders as it converts [sheets_to_use] [G.singular_name]\s into new bottles.</span>")
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glass_bottles += sheets_to_use
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glass_bottles = min(glass_bottles, 10)
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G.use(sheets_to_use)
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else
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visible_message("<span class='warning'>\The [src] rejects the [G] because it already is fully stocked with glass bottles.</span>")
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visible_message("<span class='warning'>[src] rejects the [G] because it already is fully stocked with glass bottles.</span>")
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return
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//Plastic sheets for plastic bottles (2 bottles per sheet)
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else if(istype(S, /obj/item/stack/sheet/mineral/plastic))
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@@ -192,12 +192,12 @@
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if(bottles_missing % 2) //A bit wasteful, but we'll always try to completely refill the supply even if it means throwing away excess material
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sheets_needed += 1
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var/sheets_to_use = min(sheets_needed, P.amount)
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visible_message("<span class='notice'>\The [src] shudders as it converts [sheets_to_use] [P.singular_name]\s into new bottles.</span>")
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visible_message("<span class='notice'>[src] shudders as it converts [sheets_to_use] [P.singular_name]\s into new bottles.</span>")
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plastic_bottles += sheets_to_use * 2
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plastic_bottles = min(plastic_bottles, 20)
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P.use(sheets_to_use)
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else
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visible_message("<span class='warning'>\The [src] rejects the [P] because it already is fully stocked with plastic bottles.</span>")
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visible_message("<span class='warning'>[src] rejects the [P] because it already is fully stocked with plastic bottles.</span>")
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return
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//Metal sheets for cans (5 cans per sheet)
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else if(istype(S, /obj/item/stack/sheet/metal))
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@@ -208,15 +208,15 @@
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if(cans_missing % 5) //A bit wasteful, but we'll always try to completely refill the supply even if it means throwing away excess material
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sheets_needed += 1
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var/sheets_to_use = min(sheets_needed, M.amount)
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visible_message("<span class='notice'>\The [src] shudders as it converts [sheets_to_use] [M.singular_name]\s into new cans.</span>")
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visible_message("<span class='notice'>[src] shudders as it converts [sheets_to_use] [M.singular_name]\s into new cans.</span>")
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cans += sheets_to_use * 5
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cans = min(cans, 25)
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M.use(sheets_to_use)
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else
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visible_message("<span class='warning'>\The [src] rejects the [M] because it already is fully stocked with metal cans.</span>")
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visible_message("<span class='warning'>[src] rejects the [M] because it already is fully stocked with metal cans.</span>")
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return
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else
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visible_message("<span class='warning'>\The [src] rejects the unusable materials.</span>")
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visible_message("<span class='warning'>[src] rejects the unusable materials.</span>")
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return
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updateUsrDialog()
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@@ -248,22 +248,22 @@
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return recipe
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return null
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/obj/machinery/bottler/proc/dispense_empty_container(var/container = 0)
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/obj/machinery/bottler/proc/dispense_empty_container(container = 0)
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switch(container)
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if(1) //glass bottle
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if(glass_bottles > 0)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/glass_bottle(src.loc)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/glass_bottle(loc)
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glass_bottles--
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if(2) //plastic bottle
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if(plastic_bottles > 0)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/plastic_bottle(src.loc)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/plastic_bottle(loc)
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plastic_bottles--
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if(3) //can
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if(cans > 0)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/metal_can(src.loc)
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new /obj/item/weapon/reagent_containers/food/drinks/cans/bottler/metal_can(loc)
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cans--
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/obj/machinery/bottler/proc/process_ingredients(var/container = 0)
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/obj/machinery/bottler/proc/process_ingredients(container = 0)
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//stop if we have ZERO ingredients (what would you process?)
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if(!obj_1 && !obj_2 && !obj_3)
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visible_message("<span class='warning'>There are no ingredients to process! Please insert some first.</span>")
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@@ -294,7 +294,7 @@
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visible_message("<span class='warning'>Error 404: Drink Container Not Found.</span>")
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return
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//select and process a recipe based on inserted ingredients
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visible_message("<span class='notice'>\The [src] hums as it processes the ingredients...</span>")
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visible_message("<span class='notice'>[src] hums as it processes the ingredients...</span>")
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bottling = 1
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var/datum/bottler_recipe/recipe_to_use = select_recipe()
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if(!recipe_to_use)
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@@ -320,7 +320,7 @@
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obj_2 = null
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obj_3 = null
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bottling = 0
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drink_container.forceMove(src.loc)
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drink_container.forceMove(loc)
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updateUsrDialog()
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/obj/machinery/bottler/attack_ai(mob/user)
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@@ -372,15 +372,15 @@
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dat += "</tr>"
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dat += "<tr>"
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if(obj_1)
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dat += "<td>[obj_1.name]</td>"
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dat += "<td>[bicon(obj_1)]<br>[obj_1.name]</td>"
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else
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dat += "<td>Tray Empty</td>"
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if(obj_2)
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dat += "<td>[obj_2.name]</td>"
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dat += "<td>[bicon(obj_2)]<br>[obj_2.name]</td>"
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else
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dat += "<td>Tray Empty</td>"
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if(obj_3)
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dat += "<td>[obj_3.name]</td>"
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dat += "<td>[bicon(obj_3)]<br>[obj_3.name]</td>"
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else
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dat += "<td>Tray Empty</td>"
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if(obj_1 && obj_2 && obj_3)
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