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https://github.com/Aurorastation/Aurora-Old.git
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Initial Commit
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@@ -0,0 +1,89 @@
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/obj/structure/closet/secure_closet/ert/commander
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name = "\improper ERT commander locker"
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req_access = list(ACCESS_SECURITY)
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icon_state = "capsecure1"
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icon_closed = "capsecure"
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icon_locked = "capsecure1"
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icon_opened = "capsecureopen"
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icon_broken = "capsecurebroken"
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icon_off = "capsecureoff"
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New()
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..()
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sleep(2)
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new /obj/item/clothing/head/helmet/space/ert/commander(src)
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new /obj/item/clothing/suit/space/ert/commander(src)
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new /obj/item/weapon/plastique(src)
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new /obj/item/weapon/storage/belt/security/full(src)
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new /obj/item/weapon/gun/energy/ionrifle(src)
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new /obj/item/weapon/gun/energy/gun/nuclear(src)
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new /obj/item/clothing/glasses/thermal(src)
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new /obj/item/weapon/lighter/zippo(src)
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new /obj/item/weapon/pinpointer(src)
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return
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/obj/structure/closet/secure_closet/ert/security
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name = "\improper ERT security locker"
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req_access = list(ACCESS_SECURITY)
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icon_state = "sec1"
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icon_closed = "sec"
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icon_locked = "sec1"
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icon_opened = "secopen"
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icon_broken = "secbroken"
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icon_off = "secoff"
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New()
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..()
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sleep(2)
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new /obj/item/clothing/head/helmet/space/ert/security(src)
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new /obj/item/clothing/suit/space/ert/security(src)
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new /obj/item/weapon/plastique(src)
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new /obj/item/weapon/storage/belt/security/full(src)
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new /obj/item/weapon/gun/energy/ionrifle(src)
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new /obj/item/weapon/gun/energy/gun/nuclear(src)
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new /obj/item/clothing/glasses/thermal(src)
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return
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/obj/structure/closet/secure_closet/ert/engineer
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name = "\improper ERT engineer locker"
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req_access = list(ACCESS_ENGINE)
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icon_state = "secureeng1"
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icon_closed = "secureeng"
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icon_locked = "secureeng1"
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icon_opened = "secureengopen"
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icon_broken = "secureengbroken"
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icon_off = "secureengoff"
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New()
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..()
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sleep(2)
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new /obj/item/clothing/head/helmet/space/ert/engineer(src)
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new /obj/item/clothing/suit/space/ert/engineer(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/weapon/storage/belt/utility/full(src)
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new /obj/item/weapon/storage/backpack/industrial/full(src)
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new /obj/item/device/t_scanner(src)
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new /obj/item/clothing/glasses/meson(src)
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return
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/obj/structure/closet/secure_closet/ert/medical
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name = "\improper ERT medical locker"
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req_access = list(ACCESS_MEDICAL)
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icon_state = "securemed1"
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icon_closed = "securemed"
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icon_locked = "securemed1"
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icon_opened = "securemedopen"
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icon_broken = "securemedbroken"
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icon_off = "securemedoff"
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New()
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..()
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sleep(2)
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new /obj/item/clothing/head/helmet/space/ert/medical(src)
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new /obj/item/clothing/suit/space/ert/medical(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/weapon/storage/backpack/medic/full(src)
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new /obj/item/weapon/storage/belt/medical(src)
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new /obj/item/clothing/glasses/hud/health(src)
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return
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@@ -0,0 +1,130 @@
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/obj/structure/closet/secure_closet/chef_personal
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name = "Chef's Locker"
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req_access = list(ACCESS_KITCHEN)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/chef(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/radio/headset(src)
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/obj/structure/closet/secure_closet/bar
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name = "Booze"
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req_access = list(ACCESS_BAR)
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New()
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..()
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sleep(2)
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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return
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/obj/structure/closet/secure_closet/barman_personal
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name = "Barman's Locker"
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req_access = list(ACCESS_BAR)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/bartender(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/radio/headset(src)
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new /obj/item/ammo_casing/shotgun/beanbag(BPK)
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new /obj/item/ammo_casing/shotgun/beanbag(BPK)
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new /obj/item/ammo_casing/shotgun/beanbag(BPK)
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new /obj/item/ammo_casing/shotgun/beanbag(BPK)
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/obj/structure/closet/secure_closet/hydro_personal
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name = "Botanist's Locker"
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req_access = list(ACCESS_HYDROPONICS)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/hydro
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/analyzer/plant_analyzer(src)
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new /obj/item/device/radio/headset(src)
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/obj/structure/closet/secure_closet/janitor_personal
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name = "Janitor's Locker"
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req_access = list(ACCESS_JANITOR)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/janitor(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/pda/janitor(src)
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/obj/structure/closet/secure_closet/lawyer_personal
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name = "Lawyer's Locker"
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req_access = list(ACCESS_LAWYER)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/lawyer(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/pda/lawyer(src)
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new /obj/item/device/detective_scanner(src)
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new /obj/item/weapon/storage/briefcase(src)
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/obj/structure/closet/secure_closet/librarian_personal
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name = "Librarian's Locker"
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req_access = list(ACCESS_LIBRARY)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/librarian(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/weapon/barcodescanner(src)
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/obj/structure/closet/secure_closet/counselor_personal
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name = "Counselor's Locker"
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req_access = list(ACCESS_CHAPEL_OFFICE)
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/chaplain(src)
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//
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new /obj/item/weapon/storage/backpack/cultpack (src)
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/weapon/storage/bible(src)
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new /obj/item/device/pda/chaplain(src)
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new /obj/item/device/radio/headset(src)
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new /obj/item/weapon/candlepack(src)
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new /obj/item/weapon/candlepack(src)
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@@ -0,0 +1,49 @@
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/obj/structure/closet/secure_closet/scientist
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name = "Scientist's Locker"
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req_access = list(ACCESS_RESEARCH)
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icon_state = "secureres1"
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icon_closed = "secureres"
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icon_locked = "secureres1"
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icon_opened = "secureresopen"
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icon_broken = "secureresbroken"
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icon_off = "secureresoff"
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/scientist(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/device/pda/toxins(src)
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new /obj/item/weapon/tank/oxygen(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/device/radio/headset/headset_sci(src)
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/obj/structure/closet/secure_closet/rd
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name = "Research Director's Locker"
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req_access = list(ACCESS_RD)
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icon_state = "rdsecure1"
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icon_closed = "rdsecure"
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icon_locked = "rdsecure1"
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icon_opened = "rdsecureopen"
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icon_broken = "rdsecurebroken"
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icon_off = "rdsecureoff"
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New()
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..()
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sleep(2)
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new /obj/item/wardrobe/rd(src)
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//
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var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
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var/obj/item/weapon/storage/box/B = new(BPK)
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new /obj/item/weapon/pen(B)
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new /obj/item/weapon/clipboard(src)
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new /obj/item/weapon/tank/air(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/device/flash(src)
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new /obj/item/device/radio/headset/heads/rd(src)
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//
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@@ -0,0 +1,50 @@
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//added by cael from old bs12
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//not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something
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/obj/structure/closet/walllocker
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desc = "A wall mounted storage locker."
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name = "Wall Locker"
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icon = 'icons/obj/walllocker.dmi'
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icon_state = "wall-locker"
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density = 0
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anchored = 1
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icon_closed = "wall-locker"
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icon_opened = "wall-lockeropen"
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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desc = "A wall mounted locker with emergency supplies"
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var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar)
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var/amount = 3 // spawns each items X times.
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icon_state = "emerg"
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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usr << "<spawn class='notice'>It's empty.."
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return
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if(amount)
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usr << "<spawn class='notice'>You take out some items from \the [src]."
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for(var/path in spawnitems)
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new path(src.loc)
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amount--
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return
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/obj/structure/closet/walllocker/emerglocker/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/emerglocker/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/emerglocker/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/emerglocker/east
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pixel_x = 32
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dir = EAST
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