From 0f59d78c84c3845daa5dbbac57ce6a34ae513ac1 Mon Sep 17 00:00:00 2001 From: GinjaNinja32 Date: Mon, 2 Jun 2014 08:27:13 +0100 Subject: [PATCH] Added mechanism to change barsign design, so bartenders aren't stuck with whatever the RNG picks. --- code/game/objects/structures/barsign.dm | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/code/game/objects/structures/barsign.dm b/code/game/objects/structures/barsign.dm index 399fab67aa5..944d34f8315 100644 --- a/code/game/objects/structures/barsign.dm +++ b/code/game/objects/structures/barsign.dm @@ -10,3 +10,15 @@ //on = 0 //brightness_on = 4 //uncomment these when the lighting fixes get in return + +/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user) + if(istype(I, /obj/item/weapon/card/id)) + var/obj/item/weapon/card/id/card = I + if(access_bar in card.GetAccess()) + var/sign_type = input(user,"What would you like to change the barsign to?") in list("Cancel", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head") + if(sign_type == "Cancel") + return + else + sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else + src.ChangeSign(sign_type) + user << "You change the barsign." \ No newline at end of file