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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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