6ff08e1c69
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
19 lines
856 B
Plaintext
19 lines
856 B
Plaintext
/obj/machinery/vending/sovietsoda
|
|
name = "\improper BODA"
|
|
desc = "Old sweet water vending machine."
|
|
icon_state = "sovietsoda"
|
|
light_mask = "soviet-light-mask"
|
|
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
|
|
products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/soda = 30)
|
|
contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/cola = 20)
|
|
resistance_flags = FIRE_PROOF
|
|
refill_canister = /obj/item/vending_refill/sovietsoda
|
|
default_price = 1
|
|
extra_price = 1
|
|
payment_department = NO_FREEBIES
|
|
light_color = COLOR_PALE_ORANGE
|
|
|
|
/obj/item/vending_refill/sovietsoda
|
|
machine_name = "BODA"
|
|
icon_state = "refill_cola"
|