/obj/structure/sign/double/barsign icon = 'icons/obj/barsigns.dmi' icon_state = "empty" anchored = 1 var/cult = 0 /obj/structure/sign/double/barsign/proc/get_valid_states(initial=1) . = icon_states(icon) . -= "on" . -= "narsiebistro" . -= "empty" if(initial) . -= "Off" /obj/structure/sign/double/barsign/examine(mob/user) ..() switch(icon_state) if("Off") user << "It appears to be switched off." if("narsiebistro") user << "It shows a picture of a large black and red being. Spooky!" if("on", "empty") user << "The lights are on, but there's no picture." else user << "It says '[icon_state]'" /obj/structure/sign/double/barsign/New() ..() icon_state = pick(get_valid_states()) /obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user) if(cult) return ..() var/obj/item/weapon/card/id/card = I.GetID() if(istype(card)) if(access_bar in card.GetAccess()) var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in get_valid_states(0) if(!sign_type) return icon_state = sign_type user << "You change the barsign." else user << "Access denied." return return ..()