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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>
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@@ -8,28 +8,37 @@
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slowdown = 5
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var/icon_door = null
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var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
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var/icon_door_overlay = "" //handles secure locker overlays like the locking lights
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/// Override to have open overlay use icon different to its base's
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var/icon_door_override = FALSE
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/// Handles secure locker overlays like the locking lights
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var/icon_door_overlay = ""
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var/secure = FALSE //secure locker or not. typically it shouldn't need lights if it's insecure
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var/secure_lights = FALSE // whether to display secure lights when open.
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/// Secure locker or not. typically it shouldn't need lights if it's insecure
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var/secure = FALSE
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/// Whether to display secure lights when open.
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var/secure_lights = FALSE
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var/opened = FALSE
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var/welded = FALSE
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var/locked = FALSE
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var/broken = FALSE
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var/large = TRUE // if you can shove people in it
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var/canbemoved = FALSE // if it can be moved by people using the right tools. basically means if you can change the anchored var.
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var/screwed = TRUE // if its screwed in place
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var/wrenched = TRUE // if its wrenched down
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/// If you can shove people in it.
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var/large = TRUE
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/// If it can be moved by people using the right tools. basically means if you can change the anchored var.
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var/canbemoved = FALSE
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/// If its screwed in place
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var/screwed = TRUE
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/// If its wrenched down
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var/wrenched = TRUE
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var/wall_mounted = FALSE //never solid (You can always pass over it)
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/// Never solid (You can always pass over it)
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var/wall_mounted = FALSE
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var/health = 100
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var/breakout = 0 //if someone is currently breaking out. mutex
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/// If someone is currently breaking out. mutex
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var/breakout = 0
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/// 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.
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var/storage_capacity = 45 //Tying this to mob sizes was dumb
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//This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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var/open_sound = 'sound/effects/closet_open.ogg'
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var/close_sound = 'sound/effects/closet_close.ogg'
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@@ -51,12 +60,18 @@
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var/obj/effect/overlay/closet_door/door_obj
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var/obj/effect/overlay/closet_door/door_obj_alt
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var/is_animating_door = FALSE
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var/door_underlay = FALSE //used if you want to have an overlay below the door. used for guncabinets.
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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.
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/// Used if you want to have an overlay below the door. used for guncabinets.
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var/door_underlay = FALSE
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/// 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.
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var/door_anim_squish = 0.12
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var/door_anim_angle = 147
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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.
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var/door_hinge_alt = 6.5 // for closets with two doors. why a seperate var? because some closets may be weirdly shaped or something.
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var/door_anim_time = 2.5 // set to 0 to make the door not animate at all
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/// 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.
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var/door_hinge = -6.5
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/// For closets with two doors. why a seperate var? because some closets may be weirdly shaped or something.
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var/door_hinge_alt = 6.5
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/// Set to 0 to make the door not animate at all
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var/door_anim_time = 2.5
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/obj/structure/closet/LateInitialize()
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@@ -85,7 +100,7 @@
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verbs += /obj/structure/closet/proc/verb_togglelock
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return mapload ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_NORMAL
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// Fill lockers with this.
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/// Fill lockers with this.
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/obj/structure/closet/proc/fill()
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/obj/structure/closet/proc/content_info(mob/user, content_size)
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@@ -40,6 +40,14 @@
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new /obj/item/clothing/accessory/holster/waist(src)
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new /obj/item/device/memorywiper(src)
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/// Used for when we want to populate the contents of this locker ourself. Good for away sites
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/obj/structure/closet/secure_closet/RD/empty
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name = "research director's locker"
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req_access = list(ACCESS_RD)
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icon_state = "rd"
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/obj/structure/closet/secure_closet/RD/empty/fill()
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/obj/structure/closet/secure_closet/RD2
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name = "research director's attire"
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req_access = list(ACCESS_RD)
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@@ -0,0 +1,58 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# - (fixes bugs)
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# wip
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# - (work in progress)
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# qol
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# - (quality of life)
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# soundadd
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# - (adds a sound)
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# sounddel
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# - (removes a sound)
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# rscadd
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# - (adds a feature)
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# rscdel
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# - (removes a feature)
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# imageadd
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# - (adds an image or sprite)
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# imagedel
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# - (removes an image or sprite)
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# spellcheck
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# - (fixes spelling or grammar)
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# experiment
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# - (experimental change)
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# balance
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# - (balance changes)
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# code_imp
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# - (misc internal code change)
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# refactor
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# - (refactors code)
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# config
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# - (makes a change to the config files)
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# admin
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# - (makes changes to administrator tools)
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# server
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# - (miscellaneous changes to server)
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#################################
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# Your name.
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author: Ben10083
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
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# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog.
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changes:
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- 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"
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@@ -22,3 +22,7 @@
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name = "Research Director's Log"
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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. \
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I thought NanoTrasen was supposed to hire the best and brightest of the Spur? At least I have you, Special Reserve..."
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/obj/item/research_slip/nt_ouerea
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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?"
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origin_tech = list(TECH_BLUESPACE = 6, TECH_MAGNET = 3, TECH_ARCANE = 1)
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