Ouerea NT Ruins Locker Loot (#19325)

NT ruins at Ouerea no longer has certain loot that was acquirable from
the RD locker (esp the radios....)

Minor refactor of locker code to allow this

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
This commit is contained in:
Ben
2024-06-10 12:09:46 +00:00
committed by GitHub
co-authored by Ben10083
parent 9d9c2bfb88
commit 1d316f44f7
5 changed files with 413 additions and 147 deletions
@@ -8,28 +8,37 @@
slowdown = 5
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
var/icon_door_overlay = "" //handles secure locker overlays like the locking lights
/// Override to have open overlay use icon different to its base's
var/icon_door_override = FALSE
/// Handles secure locker overlays like the locking lights
var/icon_door_overlay = ""
var/secure = FALSE //secure locker or not. typically it shouldn't need lights if it's insecure
var/secure_lights = FALSE // whether to display secure lights when open.
/// Secure locker or not. typically it shouldn't need lights if it's insecure
var/secure = FALSE
/// Whether to display secure lights when open.
var/secure_lights = FALSE
var/opened = FALSE
var/welded = FALSE
var/locked = FALSE
var/broken = FALSE
var/large = TRUE // if you can shove people in it
var/canbemoved = FALSE // if it can be moved by people using the right tools. basically means if you can change the anchored var.
var/screwed = TRUE // if its screwed in place
var/wrenched = TRUE // if its wrenched down
/// If you can shove people in it.
var/large = TRUE
/// If it can be moved by people using the right tools. basically means if you can change the anchored var.
var/canbemoved = FALSE
/// If its screwed in place
var/screwed = TRUE
/// If its wrenched down
var/wrenched = TRUE
var/wall_mounted = FALSE //never solid (You can always pass over it)
/// Never solid (You can always pass over it)
var/wall_mounted = FALSE
var/health = 100
var/breakout = 0 //if someone is currently breaking out. mutex
/// If someone is currently breaking out. mutex
var/breakout = 0
/// This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
var/storage_capacity = 45 //Tying this to mob sizes was dumb
//This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/effects/closet_open.ogg'
var/close_sound = 'sound/effects/closet_close.ogg'
@@ -51,12 +60,18 @@
var/obj/effect/overlay/closet_door/door_obj
var/obj/effect/overlay/closet_door/door_obj_alt
var/is_animating_door = FALSE
var/door_underlay = FALSE //used if you want to have an overlay below the door. used for guncabinets.
var/door_anim_squish = 0.12 // Multiplier on proc/get_door_transform. basically, how far you want this to swing out. value of 1 means the length of the door is unchanged (and will swing out of the tile), 0 means it will just slide back and forth.
/// Used if you want to have an overlay below the door. used for guncabinets.
var/door_underlay = FALSE
/// Multiplier on proc/get_door_transform. basically, how far you want this to swing out. value of 1 means the length of the door is unchanged (and will swing out of the tile), 0 means it will just slide back and forth.
var/door_anim_squish = 0.12
var/door_anim_angle = 147
var/door_hinge = -6.5 // for closets, x away from the centre of the closet. typically good to add a 0.5 so it's centered on the edge of the closet.
var/door_hinge_alt = 6.5 // for closets with two doors. why a seperate var? because some closets may be weirdly shaped or something.
var/door_anim_time = 2.5 // set to 0 to make the door not animate at all
/// For closets, x away from the centre of the closet. typically good to add a 0.5 so it's centered on the edge of the closet.
var/door_hinge = -6.5
/// For closets with two doors. why a seperate var? because some closets may be weirdly shaped or something.
var/door_hinge_alt = 6.5
/// Set to 0 to make the door not animate at all
var/door_anim_time = 2.5
/obj/structure/closet/LateInitialize()
@@ -85,7 +100,7 @@
verbs += /obj/structure/closet/proc/verb_togglelock
return mapload ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_NORMAL
// Fill lockers with this.
/// Fill lockers with this.
/obj/structure/closet/proc/fill()
/obj/structure/closet/proc/content_info(mob/user, content_size)
@@ -40,6 +40,14 @@
new /obj/item/clothing/accessory/holster/waist(src)
new /obj/item/device/memorywiper(src)
/// Used for when we want to populate the contents of this locker ourself. Good for away sites
/obj/structure/closet/secure_closet/RD/empty
name = "research director's locker"
req_access = list(ACCESS_RD)
icon_state = "rd"
/obj/structure/closet/secure_closet/RD/empty/fill()
/obj/structure/closet/secure_closet/RD2
name = "research director's attire"
req_access = list(ACCESS_RD)
+58
View File
@@ -0,0 +1,58 @@
################################
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#################################
# Your name.
author: Ben10083
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delete-after: True
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changes:
- rscdel: "Nanotrasen Abandoned facility in Ouerea no longer has certain items in RD locker (No radios for you). A different, special item has been placed there instead"
@@ -22,3 +22,7 @@
name = "Research Director's Log"
info = "I fucking hate this place. The other day, one of my scientists somehow managed to wind up, in the process of a standard dissection, cutting his own fucking arm off. \
I thought NanoTrasen was supposed to hire the best and brightest of the Spur? At least I have you, Special Reserve..."
/obj/item/research_slip/nt_ouerea
desc = "A small slip of plastic with an embedded chip. It is commonly used to store small amounts of research data. This one appears worn down from age. Why did they leave this behind?"
origin_tech = list(TECH_BLUESPACE = 6, TECH_MAGNET = 3, TECH_ARCANE = 1)
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