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Adds the Bluespace Shotglass (now with actually good codersprites) (#21867)
* blamo new branch new PR * fixes update_name * changes BSS sprite * adjusts RnD levels a bit
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@@ -10,6 +10,22 @@
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light_color = LIGHT_COLOR_LIGHTBLUE
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resistance_flags = FLAMMABLE
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/bluespace
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name = "bluespace shot glass"
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desc = "For when you need to make the Bartender's life extra hell."
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amount_per_transfer_from_this = 50
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volume = 50
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icon_state = "bluespaceshotglass"
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/bluespace/update_name()
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. = ..()
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if(reagents.total_volume)
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name = "bluespace shot glass of " + reagents.get_master_reagent_name() //No matter what, the glass will tell you the reagent's name. Might be too abusable in the future.
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if(resistance_flags & ON_FIRE)
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name = "flaming [name]"
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else
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name = "bluespace shot glass"
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
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if(!isShotFlammable() && (resistance_flags & ON_FIRE))
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extinguish()
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@@ -90,3 +90,13 @@
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materials = list(MAT_METAL = 75000, MAT_GLASS = 37500, MAT_SILVER = 3000)
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build_path = /obj/item/rpd/bluespace
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category = list("Bluespace")
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/datum/design/bluespaceshotglass
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name = "Bluespace Shot Glass"
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desc = "For when you need to make the Bartender's life extra hell."
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req_tech = list("bluespace" = 5, "materials" = 3, "plasmatech" = 4)
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id = "bluespaceshotglass"
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 1000, MAT_BLUESPACE = 500)
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build_path = /obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/bluespace
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category = list("Bluespace")
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