Ports funky closet animations from Yog (#12989)

This commit is contained in:
Wowzewow (Wezzy)
2022-02-16 06:25:17 +08:00
committed by GitHub
parent 78f043262e
commit 7745983a29
56 changed files with 385 additions and 901 deletions

View File

@@ -12,6 +12,7 @@
#define CABLE_LAYER 2.44
#define ABOVE_CABLE_LAYER (CABLE_LAYER + 0.1)
#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
#define BELOW_OBJ_LAYER 2.9
#define ABOVE_OBJ_LAYER 3.01
#define UNDERDOOR 3.09 //Just barely under a closed door.
#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
@@ -46,4 +47,4 @@
#define BLOB_NODE_LAYER 4.12
#define BLOB_CORE_LAYER 4.13
#define CLICKCATCHER_PLANE -100
#define CLICKCATCHER_PLANE -100

View File

@@ -48,7 +48,7 @@ var/hadevent = 0
for (var/obj/structure/closet/secure_closet/brig/temp_closet in A)
temp_closet.locked = 0
temp_closet.icon_state = temp_closet.icon_closed
temp_closet.update_icon()
for (var/obj/machinery/door/airlock/security/temp_airlock in A)
spawn(0) temp_airlock.prison_open()

View File

@@ -39,7 +39,7 @@
id = /obj/item/card/id/navy
shoes = /obj/item/clothing/shoes/workboots
r_pocket = /obj/item/device/t_scanner
headset = /obj/item/device/radio/headset/heads/ce
bowman = /obj/item/device/radio/headset/heads/ce/alt
double_headset = /obj/item/device/radio/headset/alt/double/ce
@@ -48,7 +48,7 @@
tab_pda = /obj/item/modular_computer/handheld/pda/engineering/ce
wristbound = /obj/item/modular_computer/handheld/wristbound/preset/pda/engineering/ce
tablet = /obj/item/modular_computer/handheld/preset/engineering/ce
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel_eng
dufflebag = /obj/item/storage/backpack/duffel/eng
@@ -93,7 +93,7 @@
id = /obj/item/card/id/silver
shoes = /obj/item/clothing/shoes/workboots
r_pocket = /obj/item/device/t_scanner
headset = /obj/item/device/radio/headset/headset_eng
bowman = /obj/item/device/radio/headset/headset_eng/alt
double_headset = /obj/item/device/radio/headset/alt/double/eng
@@ -102,7 +102,7 @@
tab_pda = /obj/item/modular_computer/handheld/pda/engineering
wristbound = /obj/item/modular_computer/handheld/wristbound/preset/pda/engineering
tablet = /obj/item/modular_computer/handheld/preset/engineering
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel_eng
dufflebag = /obj/item/storage/backpack/duffel/eng
@@ -144,7 +144,7 @@
belt = /obj/item/storage/belt/utility
id = /obj/item/card/id/silver
shoes = /obj/item/clothing/shoes/workboots
headset = /obj/item/device/radio/headset/headset_eng
bowman = /obj/item/device/radio/headset/headset_eng/alt
double_headset = /obj/item/device/radio/headset/alt/double/eng
@@ -195,7 +195,7 @@
shoes = /obj/item/clothing/shoes/orange
head = /obj/item/clothing/head/beret/engineering
belt = /obj/item/storage/belt/utility
belt_contents = list(
/obj/item/weldingtool = 1,
/obj/item/crowbar = 1,
@@ -216,4 +216,4 @@
tab_pda = /obj/item/modular_computer/handheld/pda/engineering
wristbound = /obj/item/modular_computer/handheld/wristbound/preset/pda/engineering
tablet = /obj/item/modular_computer/handheld/preset/engineering
tablet = /obj/item/modular_computer/handheld/preset/engineering

View File

@@ -109,7 +109,7 @@
if(C.broken) continue
if(C.opened && !C.close()) continue
C.locked = 1
C.icon_state = C.icon_locked
C.update_icon()
timing = 1
@@ -139,7 +139,7 @@
if(C.opened)
continue
C.locked = 0
C.icon_state = C.icon_closed
C.update_icon()
if(broadcast)
broadcast_security_hud_message("The timer for [id] has expired.", src)

View File

@@ -1,33 +0,0 @@
/obj/structure/walllocker
name = "Wall Locker"
icon = 'icons/obj/lockwall.dmi'
icon_state = "emerg"
var/list/spawnitems = list()
anchored = 1
var/amount = 3 // spawns each items X times.
/obj/structure/walllocker/attack_hand(mob/user as mob)
if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
if(!amount)
to_chat(usr, "It's empty..")
return
if(amount)
for(var/path in spawnitems)
new path(src.loc)
amount--
return
/obj/structure/walllocker/emerglocker
name = "Emergency Locker"
spawnitems = list(/obj/item/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/crowbar)
/obj/structure/walllocker/emerglocker/north
pixel_y = 32
dir = SOUTH
/obj/structure/walllocker/emerglocker/south
pixel_y = -32
dir = NORTH
/obj/structure/walllocker/emerglocker/west
pixel_x = -32
dir = WEST
/obj/structure/walllocker/emerglocker/east
pixel_x = 32
dir = EAST

View File

@@ -102,3 +102,10 @@
/obj/effect/overlay/temp/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/closet_door
anchored = TRUE
plane = FLOAT_PLANE
layer = FLOAT_LAYER
vis_flags = VIS_INHERIT_ID
appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE

View File

@@ -57,8 +57,6 @@
desc = "Special air bubble designed to protect people inside of it from decompressed environments. Has an integrated cooling unit to preserve a stable temperature inside. Requires a power cell to operate."
icon = 'icons/obj/airbubble.dmi'
icon_state = "airbubble"
icon_closed = "airbubble"
icon_opened = "airbubble_open"
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/airbubble
@@ -157,7 +155,7 @@
dump_contents()
icon_state = icon_opened
update_icon()
opened = 1
playsound(loc, open_sound, 15, 1, -3)
density = 0
@@ -178,7 +176,7 @@
if(store_mobs)
stored_units += store_mobs(stored_units)
icon_state = icon_closed
update_icon()
opened = 0
playsound(loc, close_sound, 25, 0, -3)
@@ -225,10 +223,10 @@
bag.desc += " <span class='notice'>It appears to be poorly hand folded.</span>"
if(ripped)
bag.icon_state = "[icon_closed]_man_folded_ripped"
bag.icon_state = "[icon_state]_man_folded_ripped"
bag.desc += " <span class='danger'>It has hole in it! Maybe you shouldn't use it!</span>"
else
bag.icon_state = "[icon_closed]_man_folded"
bag.icon_state = "[icon_state]_man_folded"
qdel(src)
return
@@ -489,15 +487,13 @@
/obj/structure/closet/airbubble/update_icon()
cut_overlays()
if(opened)
icon_state = icon_opened
else if(ripped)
if(ripped)
name = "ripped air bubble"
icon_state = "[icon_closed]_ripped"
icon_state = "[icon_state]_ripped"
else
icon_state = icon_closed
icon_state = "[initial(icon_state)][opened ? "_open" : ""]"
if(zipped)
add_overlay("[icon_closed]_restrained")
add_overlay("[icon_state]_restrained")
add_overlay("pressure_[(use_internal_tank) ?("on") : ("off") ]")
// Process transfer of air from the tank. Handle if it is ripped open.
@@ -626,8 +622,5 @@
name = "air bubble"
desc = "Special air bubble designed to protect people inside of it from decompressed environments. Has an integrated cooling unit to preserve a stable temperature inside. Requires a power cell to operate. This does not seem like a regular color scheme."
icon_state = "airbubble_syndie"
icon_closed = "airbubble_syndie"
icon_closed = "airbubble_syndie"
icon_opened = "airbubble_syndie_open"
item_path = /obj/item/airbubble/syndie
syndie = TRUE

View File

@@ -50,16 +50,13 @@
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
icon_state = "bodybag"
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
density = 0
storage_capacity = 30
var/item_path = /obj/item/bodybag
var/contains_body = 0
var/shapely = TRUE
var/contains_body = FALSE
can_be_buckled = TRUE
/obj/structure/closet/body_bag/content_info(mob/user, content_size)
@@ -146,20 +143,16 @@
qdel(src)
/obj/structure/closet/body_bag/update_icon()
if(opened)
icon_state = icon_opened
else
if(contains_body > 0 && shapely)
icon_state = "bodybag_closed1"
else
icon_state = icon_closed
icon_state = "[initial(icon_state)][opened ? "_open" : "[contains_body ? "_occupied" : ""]"]"
/obj/structure/closet/body_bag/animate_door()
flick("[initial(icon_state)]_anim_[opened ? "open" : "close"]", src)
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A folded, reusable bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
a hostile enviroment."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_folded"
icon_state = "stasis_folded"
origin_tech = list(TECH_BIO = 4)
deploy_type = /obj/structure/closet/body_bag/cryobag
var/stasis_power
@@ -172,11 +165,8 @@
name = "stasis bag"
desc = "A reusable plastic bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
a hostile enviroment."
icon = 'icons/obj/cryobag.dmi'
icon_opened = "stasis_open"
icon_closed = "stasis_closed"
icon_state = "stasis"
item_path = /obj/item/bodybag/cryobag
shapely = FALSE
var/datum/gas_mixture/airtank
var/stasis_power = 20
@@ -208,7 +198,7 @@
/obj/structure/closet/body_bag/cryobag/update_icon()
..()
overlays.Cut()
var/image/I = image(icon, "indicator[opened]")
var/image/I = image(icon, "indicator")
I.appearance_flags = RESET_COLOR
var/maxstasis = initial(stasis_power)
if(stasis_power > 0.5 * maxstasis)
@@ -260,6 +250,6 @@
/obj/item/usedcryobag
name = "used stasis bag"
desc = "Pretty useless now.."
icon_state = "bodybag_used"
icon = 'icons/obj/cryobag.dmi'
desc = "Pretty useless now."
icon_state = "cryobag_used"
icon = 'icons/obj/bodybag.dmi'

View File

@@ -3,21 +3,24 @@
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "closed"
density = 1
w_class = ITEMSIZE_HUGE
layer = OBJ_LAYER - 0.01
density = TRUE
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
var/icon_welded = "welded"
var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
var/opened = FALSE
var/welded = FALSE
var/locked = FALSE
var/broken = FALSE
build_amt = 2
var/icon_closed = "closed"
var/icon_opened = "open"
var/welded_overlay_state = "welded"
var/opened = 0
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 40 //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.
//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'
@@ -29,10 +32,17 @@
var/const/default_mob_size = 15
var/obj/item/closet_teleporter/linked_teleporter
var/obj/effect/overlay/closet_door/door_obj
var/is_animating_door = FALSE
var/door_anim_squish = 0.12 // Multiplier on proc/get_door_transform. See fridge as example. I hope you like trigonometry.
var/door_anim_angle = 136
var/door_hinge_x = -6.5
var/door_anim_time = 2.5 // set to 0 to make the door not animate at all
slowdown = 5
/obj/structure/closet/LateInitialize()
if (opened) // if closed, any item at the crate's loc is put in the contents
if(opened) // if closed, any item at the crate's loc is put in the contents
return
var/obj/I
for(I in loc)
@@ -50,6 +60,7 @@
/obj/structure/closet/Initialize(mapload)
..()
update_icon()
fill()
return mapload ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_NORMAL
@@ -127,10 +138,10 @@
if(!can_open())
return 0
dump_contents()
icon_state = icon_opened
opened = TRUE
dump_contents()
animate_door(FALSE)
update_icon()
playsound(loc, open_sound, 25, 0, -3)
density = FALSE
return 1
@@ -149,9 +160,10 @@
stored_units += store_items(stored_units)
if(store_mobs)
stored_units += store_mobs(stored_units)
icon_state = icon_closed
opened = FALSE
animate_door(TRUE)
update_icon()
if(linked_teleporter)
if(linked_teleporter.last_use + 600 > world.time)
return
@@ -207,7 +219,6 @@
if(!(opened ? close() : open()))
to_chat(user, "<span class='notice'>It won't budge!</span>")
return
update_icon()
return 1
/obj/structure/closet/ex_act(severity)
@@ -410,14 +421,68 @@
else
to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
/obj/structure/closet/update_icon()//Putting the welded stuff in update_icon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
/obj/structure/closet/update_icon()
cut_overlays()
if(!opened)
icon_state = icon_closed
if(welded)
add_overlay(welded_overlay_state)
layer = OBJ_LAYER
if(!is_animating_door)
if(icon_door)
add_overlay("[icon_door]_door")
else
add_overlay("[icon_state]_door")
if(secure && !broken)
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
if(welded)
add_overlay(icon_welded)
else
icon_state = icon_opened
layer = BELOW_OBJ_LAYER
if(!is_animating_door)
if(icon_door_override)
add_overlay("[icon_door]_open")
else
add_overlay("[icon_state]_open")
/obj/structure/closet/proc/animate_door(var/closing = FALSE)
if(!door_anim_time)
return
if(!door_obj) door_obj = new
vis_contents |= door_obj
door_obj.icon = icon
door_obj.icon_state = "[icon_door || icon_state]_door"
is_animating_door = TRUE
var/num_steps = door_anim_time / world.tick_lag
for(var/I in 0 to num_steps)
var/angle = door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
var/matrix/M = get_door_transform(angle)
var/door_state = angle >= 90 ? "[icon_door_override ? icon_door : icon_state]_back" : "[icon_door || icon_state]_door"
var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER
if(I == 0)
door_obj.transform = M
door_obj.icon_state = door_state
door_obj.layer = door_layer
else if(I == 1)
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/proc/end_door_animation()
is_animating_door = FALSE
vis_contents -= door_obj
update_icon()
compile_overlays(src)
/obj/structure/closet/proc/get_door_transform(angle)
var/matrix/M = matrix()
M.Translate(-door_hinge_x, 0)
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
M.Translate(door_hinge_x, 0)
return M
/obj/structure/closet/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
for (var/atom/A in src)
@@ -503,7 +568,6 @@
/obj/structure/closet/proc/break_open()
welded = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/BD = loc

View File

@@ -2,8 +2,6 @@
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
build_amt = 5
/obj/structure/closet/coffin/attackby(obj/item/W as obj, mob/user as mob)
@@ -24,8 +22,3 @@
attack_hand(user)
return
/obj/structure/closet/coffin/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened

View File

@@ -2,5 +2,3 @@
name = "critter crate"
desc = "A crate which can sustain life for a while."
icon_state = "critter"
icon_opened = "critteropen"
icon_closed = "critter"

View File

@@ -2,7 +2,6 @@
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/athletic_mixed/fill()
new /obj/item/towel/random(src)
@@ -22,8 +21,6 @@
new /obj/item/clothing/shoes/swimmingfins(src)
new /obj/item/clothing/shoes/swimmingfins(src)
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
@@ -34,7 +31,6 @@
new /obj/item/clothing/gloves/boxing/yellow(src)
new /obj/item/clothing/gloves/boxing(src)
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"

View File

@@ -1,17 +1,9 @@
/obj/structure/closet/cabinet
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
icon_state = "cabinet"
storage_capacity = 45 //such a big closet deserves a little more capacity
/obj/structure/closet/cabinet/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/cabinet/attackby(obj/item/W as obj, mob/user as mob)
if(opened)
if(istype(W, /obj/item/grab))
@@ -33,25 +25,17 @@
/obj/structure/closet/acloset
name = "strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
icon_state = "decursed"
/obj/structure/closet/gimmick
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
anchored = 0
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/gimmick/russian/fill()
new /obj/item/clothing/head/ushanka/grey(src)
@@ -63,9 +47,6 @@
/obj/structure/closet/gimmick/tacticool
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/gimmick/tacticool/fill()
new /obj/item/clothing/glasses/eyepatch(src)
@@ -88,8 +69,6 @@
name = "\improper Thunderdome closet"
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
anchored = 1
/obj/structure/closet/thunderdome/tdred
@@ -118,8 +97,6 @@
/obj/structure/closet/thunderdome/tdgreen
name = "green-team Thunderdome closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/thunderdome/tdgreen/fill()
new /obj/item/clothing/suit/armor/tdome/green(src)
@@ -142,7 +119,5 @@
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/skrell
icon_state = "skrell"
icon_closed = "skrell"
icon_opened = "skrellopen"
layer = OBJ_LAYER - 0.01
icon_state = "alien"
layer = BELOW_OBJ_LAYER

View File

@@ -11,8 +11,7 @@
/obj/structure/closet/gmcloset
name = "formal closet"
desc = "It's a storage unit for formal clothing."
icon_state = "black"
icon_closed = "black"
icon_door = "black"
/obj/structure/closet/gmcloset/fill()
new /obj/item/clothing/head/that(src)
@@ -39,8 +38,7 @@
/obj/structure/closet/chefcloset
name = "chef's closet"
desc = "It's a storage unit for foodservice garments."
icon_state = "black"
icon_closed = "black"
icon_door = "black"
/obj/structure/closet/chefcloset/fill()
new /obj/item/clothing/under/sundress(src)
@@ -63,9 +61,7 @@
/obj/structure/closet/jcloset
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
icon_state = "janitorial"
icon_closed = "janitorial"
icon_opened = "janitorialopen"
icon_door = "mixed"
/obj/structure/closet/jcloset/fill()
new /obj/item/clothing/under/rank/janitor(src)
@@ -101,7 +97,6 @@
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/lawcloset/fill()
new /obj/item/clothing/under/lawyer/black(src)

View File

@@ -2,24 +2,14 @@
name = "level-3 biohazard suit closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/structure/closet/l3closet/general
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/structure/closet/l3closet/general/fill()
new /obj/item/clothing/suit/bio_suit/general(src)
new /obj/item/clothing/head/bio_hood/general(src)
new /obj/item/clothing/mask/gas/half(src)
/obj/structure/closet/l3closet/virology
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
icon_state = "bio_viro"
/obj/structure/closet/l3closet/virology/fill()
new /obj/item/clothing/suit/bio_suit/virology(src)
@@ -29,9 +19,8 @@
/obj/structure/closet/l3closet/security
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
icon_state = "bio_sec"
/obj/structure/closet/l3closet/security/fill()
new /obj/item/clothing/suit/bio_suit/security(src)
@@ -40,19 +29,14 @@
/obj/structure/closet/l3closet/janitor
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
icon_state = "bio_jan"
/obj/structure/closet/l3closet/janitor/fill()
new /obj/item/clothing/suit/bio_suit/janitor(src)
new /obj/item/clothing/head/bio_hood/janitor(src)
/obj/structure/closet/l3closet/scientist
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/l3closet/scientist/fill()
new /obj/item/clothing/suit/bio_suit/scientist(src)

View File

@@ -1,8 +1,6 @@
/obj/structure/closet/malf/suits
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/malf/suits/fill()
new /obj/item/tank/jetpack/void(src)

View File

@@ -1,14 +1,9 @@
/obj/structure/closet/secure_closet/bar
name = "booze closet"
req_access = list(access_bar)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
icon_state = "cabinet"
storage_capacity = 45 //such a big closet deserves a little more capacity
door_anim_time = 0 // no animation
/obj/structure/closet/secure_closet/bar/fill()
new /obj/item/reagent_containers/food/drinks/bottle/small/beer( src )
@@ -21,15 +16,3 @@
new /obj/item/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/reagent_containers/food/drinks/bottle/small/beer( src )
/obj/structure/closet/secure_closet/bar/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened

View File

@@ -1,12 +1,7 @@
/obj/structure/closet/secure_closet/cargotech
name = "cargo technician's locker"
req_access = list(access_cargo)
icon_state = "securecargo1"
icon_closed = "securecargo"
icon_locked = "securecargo1"
icon_opened = "securecargoopen"
icon_broken = "securecargobroken"
icon_off = "securecargooff"
icon_state = "cargo"
/obj/structure/closet/secure_closet/cargotech/fill()
..()
@@ -25,12 +20,7 @@
/obj/structure/closet/secure_closet/quartermaster
name = "quartermaster's locker"
req_access = list(access_qm)
icon_state = "secureqm1"
icon_closed = "secureqm"
icon_locked = "secureqm1"
icon_opened = "secureqmopen"
icon_broken = "secureqmbroken"
icon_off = "secureqmoff"
icon_state = "qm"
/obj/structure/closet/secure_closet/quartermaster/fill()
new /obj/item/clothing/under/rank/quartermaster(src)

View File

@@ -1,12 +1,7 @@
/obj/structure/closet/secure_closet/engineering_chief
name = "chief engineer's locker"
req_access = list(access_ce)
icon_state = "securece1"
icon_closed = "securece"
icon_locked = "securece1"
icon_opened = "secureceopen"
icon_broken = "securecebroken"
icon_off = "secureceoff"
icon_state = "ce"
/obj/structure/closet/secure_closet/engineering_chief/fill()
if(prob(50))
@@ -39,12 +34,7 @@
/obj/structure/closet/secure_closet/engineering_chief2
name = "chief engineer's attire"
req_access = list(access_ce)
icon_state = "securece1"
icon_closed = "securece"
icon_locked = "securece1"
icon_opened = "secureceopen"
icon_broken = "securecebroken"
icon_off = "secureceoff"
icon_state = "ce"
/obj/structure/closet/secure_closet/engineering_chief2/fill()
new /obj/item/storage/backpack/industrial(src)
@@ -60,12 +50,8 @@
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies"
req_access = list(access_engine_equip)
icon_state = "secureengelec1"
icon_closed = "secureengelec"
icon_locked = "secureengelec1"
icon_opened = "toolclosetopen"
icon_broken = "secureengelecbroken"
icon_off = "secureengelecoff"
icon_state = "eng"
icon_door = "eng_elec"
/obj/structure/closet/secure_closet/engineering_electrical/fill()
new /obj/item/clothing/gloves/yellow(src)
@@ -85,12 +71,8 @@
/obj/structure/closet/secure_closet/engineering_welding
name = "welding supplies"
req_access = list(access_construction)
icon_state = "secureengweld1"
icon_closed = "secureengweld"
icon_locked = "secureengweld1"
icon_opened = "toolclosetopen"
icon_broken = "secureengweldbroken"
icon_off = "secureengweldoff"
icon_state = "eng"
icon_door = "eng_weld"
/obj/structure/closet/secure_closet/engineering_welding/fill()
new /obj/item/clothing/head/welding(src)
@@ -106,12 +88,7 @@
/obj/structure/closet/secure_closet/engineering_personal
name = "engineer's locker"
req_access = list(access_engine_equip)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
icon_opened = "secureengopen"
icon_broken = "secureengbroken"
icon_off = "secureengoff"
icon_state = "eng_secure"
/obj/structure/closet/secure_closet/engineering_personal/fill()
if(prob(50))
@@ -131,12 +108,7 @@
/obj/structure/closet/secure_closet/atmos_personal
name = "atmospheric technician's locker"
req_access = list(access_atmospherics)
icon_state = "secureatm1"
icon_closed = "secureatm"
icon_locked = "secureatm1"
icon_opened = "secureatmopen"
icon_broken = "secureatmbroken"
icon_off = "secureatmoff"
icon_state = "atmos"
/obj/structure/closet/secure_closet/atmos_personal/fill()
if(prob(50))

View File

@@ -1,16 +1,8 @@
/obj/structure/closet/secure_closet/freezer
/obj/structure/closet/secure_closet/freezer/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
icon_state = "freezer"
door_anim_squish = 0.22
door_anim_angle = 123
door_anim_time = 4
/obj/structure/closet/secure_closet/freezer/kitchen
name = "kitchen cabinet"
@@ -27,12 +19,6 @@
/obj/structure/closet/secure_closet/freezer/meat
name = "meat fridge"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
icon_opened = "fridgeopen"
icon_broken = "fridgebroken"
icon_off = "fridge1"
/obj/structure/closet/secure_closet/freezer/meat/fill()
..()
@@ -55,12 +41,6 @@
/obj/structure/closet/secure_closet/freezer/fridge
name = "refrigerator"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
icon_opened = "fridgeopen"
icon_broken = "fridgebroken"
icon_off = "fridge1"
/obj/structure/closet/secure_closet/freezer/fridge/fill()
..()
@@ -74,12 +54,7 @@
/obj/structure/closet/secure_closet/freezer/money
name = "freezer"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
icon_opened = "fridgeopen"
icon_broken = "fridgebroken"
icon_off = "fridge1"
desc = "This contains cold hard cash."
req_access = list(access_heads_vault)
/obj/structure/closet/secure_closet/freezer/money/fill()

View File

@@ -3,11 +3,6 @@
req_access = list(access_armory)
icon = 'icons/obj/guncabinet.dmi'
icon_state = "base"
icon_off ="base"
icon_broken ="base"
icon_locked ="base"
icon_closed ="base"
icon_opened = "base"
anchored = 1
canbemoved = 1
@@ -47,8 +42,7 @@
add_overlay("door")
if(welded)
add_overlay(welded_overlay_state)
add_overlay(icon_welded)
if(broken)
add_overlay("broken")
else if (locked)

View File

@@ -1,12 +1,7 @@
/obj/structure/closet/secure_closet/hydroponics
name = "botanist's locker"
req_access = list(access_hydroponics)
icon_state = "hydrosecure1"
icon_closed = "hydrosecure"
icon_locked = "hydrosecure1"
icon_opened = "hydrosecureopen"
icon_broken = "hydrosecurebroken"
icon_off = "hydrosecureoff"
icon_state = "hydro"
/obj/structure/closet/secure_closet/hydroponics/fill()
..()
@@ -29,12 +24,7 @@
/obj/structure/closet/secure_closet/xenobotany
name = "xenobotanist's locker"
req_access = list(access_xenobiology)
icon_state = "xenobotsecure1"
icon_closed = "xenobotsecure"
icon_locked = "xenobotsecure1"
icon_opened = "xenobotsecureopen"
icon_broken = "xenobotsecurebroken"
icon_off = "xenobotsecureoff"
icon_state = "xenobot"
/obj/structure/closet/secure_closet/xenobotany/fill()
..()

View File

@@ -1,13 +1,7 @@
/obj/structure/closet/secure_closet/medical1
name = "medicine closet"
desc = "Filled with medical junk."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
welded_overlay_state = "welded_wallcloset"
icon_state = "med"
req_access = list(access_medical_equip)
/obj/structure/closet/secure_closet/medical1/fill()
@@ -25,12 +19,7 @@
/obj/structure/closet/secure_closet/medical2
name = "anesthetics closet"
desc = "Used to knock people out."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
icon_state = "med"
req_access = list(access_surgery)
/obj/structure/closet/secure_closet/medical2/fill()
@@ -44,12 +33,7 @@
/obj/structure/closet/secure_closet/medical3
name = "medical equipment locker"
req_access = list(access_medical_equip)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemedoff"
icon_state = "med"
/obj/structure/closet/secure_closet/medical3/fill()
if(prob(50))
@@ -93,12 +77,7 @@
name = "first responder's locker"
desc = "An immobile, card-locked storage unit containing all the necessary equipment for a first responder."
req_access = list(access_first_responder)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemedoff"
icon_state = "med"
/obj/structure/closet/secure_closet/medical_fr/fill()
..()
@@ -129,12 +108,7 @@
/obj/structure/closet/secure_closet/CMO
name = "chief medical officer's locker"
req_access = list(access_cmo)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
icon_locked = "cmosecure1"
icon_opened = "cmosecureopen"
icon_broken = "cmosecurebroken"
icon_off = "cmosecureoff"
icon_state = "cmo"
/obj/structure/closet/secure_closet/CMO/fill()
if(prob(50))
@@ -161,12 +135,7 @@
/obj/structure/closet/secure_closet/CMO2
name = "chief medical officer's attire"
req_access = list(access_cmo)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
icon_locked = "cmosecure1"
icon_opened = "cmosecureopen"
icon_broken = "cmosecurebroken"
icon_off = "cmosecureoff"
icon_state = "cmo"
/obj/structure/closet/secure_closet/CMO2/fill()
new /obj/item/storage/backpack/medic(src)
@@ -200,12 +169,7 @@
/obj/structure/closet/secure_closet/chemical
name = "chemistry equipment closet"
desc = "Contains equipment useful to chemists."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
icon_state = "chemical"
req_access = list(access_pharmacy)
/obj/structure/closet/secure_closet/chemical/fill()
@@ -226,14 +190,12 @@
/obj/structure/closet/secure_closet/medical_wall
name = "first aid closet"
desc = "It's a secure wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall_locked"
icon_closed = "medical_wall_unlocked"
icon_locked = "medical_wall_locked"
icon_opened = "medical_wall_open"
icon_broken = "medical_wall_spark"
icon_off = "medical_wall_off"
icon = 'icons/obj/walllocker.dmi'
icon_state = "medical_wall"
icon_door = "medical_wall_secure"
door_anim_time = 0
store_mobs = FALSE
anchored = 1
density = 0
wall_mounted = 1
anchored = TRUE
density = FALSE
wall_mounted = TRUE
req_access = list(access_medical_equip)

View File

@@ -24,24 +24,7 @@
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/personal/cabinet/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
icon_state = "cabinet"
/obj/structure/closet/secure_closet/personal/cabinet/fill()
new /obj/item/storage/backpack/satchel/withwallet(src)
@@ -69,8 +52,7 @@
if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
//they can open all lockers, or nobody owns this, or they own this locker
locked = !( locked )
if(locked) icon_state = icon_locked
else icon_state = icon_closed
update_icon()
if(!registered_name)
registered_name = I.registered_name
@@ -92,7 +74,7 @@
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = icon_broken
update_icon()
if(visual_feedback)
visible_message("<span class='warning'>[visual_feedback]</span>", "<span class='warning'>[audible_feedback]</span>")
return 1
@@ -114,7 +96,7 @@
if(!close())
return
locked = 1
icon_state = icon_locked
update_icon()
registered_name = null
desc = "It's a secure locker for personnel. The first card swiped gains control."
return

View File

@@ -1,12 +1,7 @@
/obj/structure/closet/secure_closet/scientist
name = "scientist's locker"
req_access = list(access_tox_storage)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
icon_opened = "secureresopen"
icon_broken = "secureresbroken"
icon_off = "secureresoff"
icon_state = "science"
/obj/structure/closet/secure_closet/scientist/fill()
new /obj/item/clothing/under/rank/scientist(src)
@@ -21,12 +16,7 @@
/obj/structure/closet/secure_closet/RD
name = "research director's locker"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"
icon_opened = "rdsecureopen"
icon_broken = "rdsecurebroken"
icon_off = "rdsecureoff"
icon_state = "rd"
/obj/structure/closet/secure_closet/RD/fill()
new /obj/item/clothing/suit/bio_suit/scientist(src)
@@ -52,12 +42,7 @@
/obj/structure/closet/secure_closet/RD2
name = "research director's attire"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"
icon_opened = "rdsecureopen"
icon_broken = "rdsecurebroken"
icon_off = "rdsecureoff"
icon_state = "rd"
/obj/structure/closet/secure_closet/RD2/fill()
new /obj/item/clothing/under/rank/research_director(src)

View File

@@ -3,11 +3,6 @@
req_access = list(access_tox_storage)
icon = 'icons/obj/sciguncabinet.dmi'
icon_state = "base"
icon_off ="base"
icon_broken ="base"
icon_locked ="base"
icon_closed ="base"
icon_opened = "base"
anchored = 1
canbemoved = 1
@@ -47,7 +42,7 @@
add_overlay("door")
if(welded)
add_overlay(welded_overlay_state)
add_overlay(icon_welded)
if(broken)
add_overlay("broken")

View File

@@ -2,22 +2,16 @@
name = "secure locker"
desc = "It's an immobile card-locked storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "secure1"
density = 1
opened = 0
anchored = 0
var/locked = 1
var/broken = 0
var/large = 1
icon_closed = "secure"
var/icon_locked = "secure1"
icon_opened = "secureopen"
var/icon_broken = "securebroken"
var/icon_off = "secureoff"
var/canbemoved = 0 // if it can be moved by people using the right tools
var/screwed = 1 // if its screwed in place
var/wrenched = 1 // if its wrenched down
wall_mounted = 0 //never solid (You can always pass over it)
icon_state = "secure"
secure = TRUE
opened = FALSE
anchored = FALSE
locked = TRUE
var/large = TRUE
var/canbemoved = FALSE // if it can be moved by people using the right tools
var/screwed = TRUE // if its screwed in place
var/wrenched = TRUE // if its wrenched down
wall_mounted = FALSE //never solid (You can always pass over it)
health = 200
/obj/structure/closet/secure_closet/can_open()
@@ -28,7 +22,7 @@
/obj/structure/closet/secure_closet/close()
if(..())
if(broken)
icon_state = icon_off
update_icon()
return 1
else
return 0
@@ -209,8 +203,8 @@
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = icon_off
flick(icon_broken, src)
update_icon()
CUT_OVERLAY_IN("sparking", 4)
if(visual_feedback)
visible_message(visual_feedback, audible_feedback)
@@ -243,19 +237,6 @@
else
to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
/obj/structure/closet/secure_closet/update_icon()//Putting the welded stuff in update_icon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
cut_overlays()
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
if(welded)
add_overlay(welded_overlay_state)
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/req_breakout()
if(!opened && locked)
if (welded)
@@ -267,15 +248,11 @@
/obj/structure/closet/secure_closet/break_open()
desc += " It appears to be broken."
icon_state = icon_off
spawn()
flick(icon_broken, src)
sleep(10)
flick(icon_broken, src)
sleep(10)
broken = 1
welded = 0
locked = 0
add_overlay("sparking")
CUT_OVERLAY_IN("sparking", 8)
broken = TRUE
welded = FALSE
locked = FALSE
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))

View File

@@ -1,12 +1,7 @@
/obj/structure/closet/secure_closet/captains
name = "captain's locker"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
icon_opened = "capsecureopen"
icon_broken = "capsecurebroken"
icon_off = "capsecureoff"
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/fill()
// Backpack
@@ -33,12 +28,7 @@
/obj/structure/closet/secure_closet/captains2
name = "captain's attire"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
icon_opened = "capsecureopen"
icon_broken = "capsecurebroken"
icon_off = "capsecureoff"
icon_state = "cap"
/obj/structure/closet/secure_closet/captains2/fill()
new /obj/item/storage/backpack/captain(src)
@@ -58,12 +48,8 @@
/obj/structure/closet/secure_closet/hop
name = "head of personnel's locker"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
icon_opened = "hopsecureopen"
icon_broken = "hopsecurebroken"
icon_off = "hopsecureoff"
icon_state = "sec"
icon_door = "hop"
/obj/structure/closet/secure_closet/hop/fill()
..()
@@ -89,12 +75,8 @@
/obj/structure/closet/secure_closet/hop2
name = "head of personnel's attire"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
icon_opened = "hopsecureopen"
icon_broken = "hopsecurebroken"
icon_off = "hopsecureoff"
icon_state = "sec"
icon_door = "hop"
/obj/structure/closet/secure_closet/hop2/fill()
..()
@@ -112,12 +94,7 @@
/obj/structure/closet/secure_closet/hos
name = "head of security's locker"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
icon_locked = "hossecure1"
icon_opened = "hossecureopen"
icon_broken = "hossecurebroken"
icon_off = "hossecureoff"
icon_state = "hos"
/obj/structure/closet/secure_closet/hos/fill()
..()
@@ -163,12 +140,7 @@
/obj/structure/closet/secure_closet/hos2
name = "head of security's attire"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
icon_locked = "hossecure1"
icon_opened = "hossecureopen"
icon_broken = "hossecurebroken"
icon_off = "hossecureoff"
icon_state = "hos"
/obj/structure/closet/secure_closet/hos2/fill()
//Appearance
@@ -196,12 +168,7 @@
/obj/structure/closet/secure_closet/warden
name = "warden's locker"
req_access = list(access_armory)
icon_state = "wardensecure1"
icon_closed = "wardensecure"
icon_locked = "wardensecure1"
icon_opened = "wardensecureopen"
icon_broken = "wardensecurebroken"
icon_off = "wardensecureoff"
icon_state = "warden"
/obj/structure/closet/secure_closet/warden/fill()
//Supply
@@ -242,12 +209,8 @@
/obj/structure/closet/secure_closet/security_cadet
name = "security cadet's locker"
req_access = list(access_security)
icon_state = "seccadet1"
icon_closed = "seccadet"
icon_locked = "seccadet1"
icon_opened = "seccadetopen"
icon_broken = "seccadetbroken"
icon_off = "seccadetoff"
icon_state = "sec"
icon_door = "seccadet"
/obj/structure/closet/secure_closet/security_cadet/fill()
//Appearance
@@ -275,12 +238,7 @@
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(access_brig)
icon_state = "sec1"
icon_closed = "sec"
icon_locked = "sec1"
icon_opened = "secopen"
icon_broken = "secbroken"
icon_off = "secoff"
icon_state = "sec"
/obj/structure/closet/secure_closet/security/fill()
//Appearance
@@ -337,12 +295,7 @@
/obj/structure/closet/secure_closet/investigator
name = "investigator's locker"
req_access = list(access_forensics_lockers)
icon_state = "sec1"
icon_closed = "sec"
icon_locked = "sec1"
icon_opened = "secopen"
icon_broken = "secbroken"
icon_off = "secoff"
icon_state = "sec"
/obj/structure/closet/secure_closet/investigator/fill()
//Appearance
@@ -420,25 +373,9 @@
name = "wall locker"
req_access = list(access_security)
icon = 'icons/obj/walllocker.dmi'
icon_state = "wall-locker1"
density = 1
icon_closed = "wall-locker"
icon_locked = "wall-locker1"
icon_opened = "wall-lockeropen"
icon_broken = "wall-lockerbroken"
icon_off = "wall-lockeroff"
icon_state = "wallocker"
icon_door = "walllocker_secure"
door_anim_time = 0
density = TRUE
//too small to put a man in
large = 0
/obj/structure/closet/secure_closet/wall/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
large = FALSE

View File

@@ -3,8 +3,6 @@
name = "sol navy uniform closet"
desc = "It's a storage unit for Sol Alliance navy uniforms."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/sol/navy/fill()
..()
@@ -81,12 +79,7 @@
/obj/structure/closet/secure_closet/soll_officer
name = "sol alliance officer locker"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
icon_opened = "capsecureopen"
icon_broken = "capsecurebroken"
icon_off = "capsecureoff"
icon_state = "cap"
/obj/structure/closet/secure_closet/soll_officer/fill()
..()

View File

@@ -2,9 +2,6 @@
name = "armory closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
desc = "It's a storage unit for operative gear."
@@ -22,7 +19,6 @@
new /obj/item/shield/energy(src)
new /obj/item/clothing/shoes/magboots(src)
/obj/structure/closet/syndicate/suit
desc = "It's a storage unit for voidsuits."
@@ -35,7 +31,6 @@
new /obj/item/airbubble/syndie(src)
new /obj/item/airbubble/syndie(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for nuclear-operative gear."

View File

@@ -16,8 +16,6 @@
name = "emergency closet"
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/structure/closet/emcloset/fill()
switch (pickweight(list("small" = 50, "aid" = 20, "tank" = 10, "seal" = 10, "all" = 10)))
@@ -85,9 +83,7 @@
/obj/structure/closet/firecloset
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
icon_state = "fire"
/obj/structure/closet/firecloset/fill()
new /obj/item/clothing/head/hardhat/firefighter(src)
@@ -113,9 +109,8 @@
/obj/structure/closet/toolcloset
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
icon_state = "eng"
icon_door = "eng_tool"
/obj/structure/closet/toolcloset/fill()
if(prob(40))
@@ -158,9 +153,8 @@
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
icon_state = "eng"
icon_door = "eng_rad"
/obj/structure/closet/radiation/fill()
for(var/i = 1 to 2)
@@ -176,9 +170,7 @@
/obj/structure/closet/bombcloset
name = "\improper EOD closet"
desc = "It's a storage unit for explosive-defusal equipment."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
icon_state = "bomb"
/obj/structure/closet/bombcloset/fill()
new /obj/item/clothing/suit/bomb_suit(src)
@@ -187,12 +179,10 @@
new /obj/item/clothing/head/bomb_hood(src)
new /obj/item/wirecutters/bomb(src)
/obj/structure/closet/bombclosetsecurity
/obj/structure/closet/bombclosetsecurity // Why the hell is this different? And this is like, only used ONCE! Madness, I tell you.
name = "\improper EOD closet"
desc = "It's a storage unit for the security department's explosive-defusal equipment."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
icon_state = "bombsec"
/obj/structure/closet/bombclosetsecurity/fill()
new /obj/item/clothing/suit/bomb_suit/security(src)
@@ -207,10 +197,8 @@
/obj/structure/closet/hydrant //wall mounted fire closet
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon = 'icons/obj/walllocker.dmi'
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
welded_overlay_state = "welded_wallcloset"
anchored = 1
density = 0
wall_mounted = 1
@@ -232,10 +220,8 @@
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
icon = 'icons/obj/walllocker.dmi'
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
welded_overlay_state = "welded_wallcloset"
anchored = 1
density = 0
wall_mounted = 1

View File

@@ -5,19 +5,16 @@
desc = "A wall mounted storage locker."
name = "Wall Locker"
icon = 'icons/obj/walllocker.dmi'
icon_state = "wall-locker"
icon_state = "walllocker" //...man, how OLD is this $#!?
door_anim_time = 0
density = FALSE
anchored = TRUE
store_mobs = FALSE
icon_closed = "wall-locker"
icon_opened = "wall-lockeropen"
/obj/structure/closet/walllocker/emerglocker
name = "emergency locker"
desc = "A wall mounted locker with emergency supplies."
icon_state = "emerg"
icon_closed = "emerg"
icon_opened = "emerg-open"
/obj/structure/closet/walllocker/emerglocker/fill()
for(var/i = 1 to 3)

View File

@@ -1,13 +1,11 @@
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue attire."
icon_state = "blue"
icon_closed = "blue"
icon_door = "blue"
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_state = "blue"
icon_closed = "blue"
icon_door = "blue"
/obj/structure/closet/wardrobe/red/fill()
..()
@@ -43,8 +41,7 @@
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_state = "pink"
icon_closed = "pink"
icon_door = "pink"
/obj/structure/closet/wardrobe/pink/fill()
..()
@@ -58,8 +55,7 @@
/obj/structure/closet/wardrobe/black
name = "black wardrobe"
icon_state = "black"
icon_closed = "black"
icon_door = "black"
/obj/structure/closet/wardrobe/black/fill()
..()
@@ -78,8 +74,7 @@
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for approved religious attire."
icon_state = "black"
icon_closed = "black"
icon_door = "black"
/obj/structure/closet/wardrobe/chaplain_black/fill()
..()
@@ -100,8 +95,7 @@
/obj/structure/closet/wardrobe/green
name = "green wardrobe"
icon_state = "green"
icon_closed = "green"
icon_door = "green"
/obj/structure/closet/wardrobe/green/fill()
..()
@@ -115,8 +109,7 @@
/obj/structure/closet/wardrobe/xenos
name = "xenos wardrobe"
icon_state = "green"
icon_closed = "green"
icon_door = "green"
/obj/structure/closet/wardrobe/xenos/fill()
..()
@@ -133,8 +126,7 @@
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
icon_door = "orange"
/obj/structure/closet/wardrobe/orange/fill()
..()
@@ -149,8 +141,7 @@
/obj/structure/closet/wardrobe/yellow
name = "yellow wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
icon_door = "yellow"
/obj/structure/closet/wardrobe/yellow/fill()
..()
@@ -165,8 +156,7 @@
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "atmospherics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
icon_door = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow/fill()
..()
@@ -194,8 +184,7 @@
/obj/structure/closet/wardrobe/engineering_yellow
name = "engineering wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
icon_door = "yellow"
/obj/structure/closet/wardrobe/engineering_yellow/fill()
..()
@@ -222,8 +211,7 @@
/obj/structure/closet/wardrobe/white
name = "white wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/white/fill()
..()
@@ -238,8 +226,7 @@
/obj/structure/closet/wardrobe/pjs
name = "pajama wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/pjs/fill()
..()
@@ -256,8 +243,7 @@
/obj/structure/closet/wardrobe/science_white
name = "science wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/toxins_white/fill()
..()
@@ -281,8 +267,7 @@
/obj/structure/closet/wardrobe/robotics_black
name = "robotics wardrobe"
icon_state = "black"
icon_closed = "black"
icon_door = "black"
/obj/structure/closet/wardrobe/robotics_black/fill()
..()
@@ -299,8 +284,7 @@
/obj/structure/closet/wardrobe/pharmacy_white
name = "pharmacy wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/pharmacy_white/fill()
..()
@@ -315,8 +299,7 @@
/obj/structure/closet/wardrobe/genetics_white
name = "genetics wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/genetics_white/fill()
..()
@@ -329,8 +312,7 @@
/obj/structure/closet/wardrobe/virology_white
name = "virology wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/virology_white/fill()
..()
@@ -345,8 +327,7 @@
/obj/structure/closet/wardrobe/medic_white
name = "medical wardrobe"
icon_state = "white"
icon_closed = "white"
icon_door = "white"
/obj/structure/closet/wardrobe/medic_white/fill()
..()
@@ -368,8 +349,7 @@
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_state = "grey"
icon_closed = "grey"
icon_door = "grey"
/obj/structure/closet/wardrobe/grey/fill()
..()
@@ -390,8 +370,7 @@
/obj/structure/closet/wardrobe/mixed
name = "mixed wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
icon_door = "mixed"
/obj/structure/closet/wardrobe/mixed/fill()
..()
@@ -413,8 +392,6 @@
/obj/structure/closet/wardrobe/tactical
name = "tactical equipment"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/wardrobe/tactical/fill()
..()
@@ -430,8 +407,7 @@
/obj/structure/closet/wardrobe/suit
name = "suit locker"
icon_state = "mixed"
icon_closed = "mixed"
icon_door = "mixed"
/obj/structure/closet/wardrobe/suit/fill()
..()

View File

@@ -7,14 +7,18 @@
desc = "A rectangular steel crate."
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
climbable = 1
build_amt = 10
var/rigged = 0
var/tablestatus = 0
slowdown = 0
door_anim_time = 0 // no animation
/obj/structure/closet/crate/update_icon()
icon_state = "[initial(icon_state)][opened ? "open" : ""]"
cut_overlays()
/obj/structure/closet/crate/can_open()
if (tablestatus != UNDER_TABLE)//Can't be opened while under a table
return 1
@@ -56,7 +60,7 @@
else
M.visible_message(SPAN_DANGER("\The [M.name] tumbles out of the [src]!"))
icon_state = icon_opened
update_icon()
opened = 1
pass_flags = 0
return 1
@@ -81,13 +85,11 @@
O.forceMove(src)
itemcount++
icon_state = icon_closed
update_icon()
opened = 0
return 1
/obj/structure/closet/crate/attackby(obj/item/W as obj, mob/user as mob)
if(opened)
return ..()
@@ -252,27 +254,21 @@
/obj/structure/closet/crate/secure
name = "secure crate"
desc = "A secure crate."
name = "Secure crate"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/redlight = "securecrater"
var/greenlight = "securecrateg"
var/sparks = "securecratesparks"
var/emag = "securecrateemag"
var/broken = 0
var/locked = 1
var/secure_type = "securecrate" // For snowflake security locks n' schiesse.
health = 200
/obj/structure/closet/crate/secure/Initialize()
. = ..()
if(locked)
cut_overlays()
add_overlay(redlight)
/obj/structure/closet/crate/secure/update_icon()
..()
if(broken)
add_overlay("[secure_type]emag")
else if(locked)
add_overlay("[secure_type]r")
else
cut_overlays()
add_overlay(greenlight)
add_overlay("[secure_type]g")
/obj/structure/closet/crate/secure/can_open()
if (..())
@@ -298,8 +294,7 @@
if(user)
for(var/mob/O in viewers(user, 3))
O.show_message( "<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>", 1)
cut_overlays()
add_overlay(locked ? redlight : greenlight)
update_icon()
/obj/structure/closet/crate/secure/verb/verb_togglelock()
set src in oview(1) // One square distance
@@ -342,9 +337,9 @@
/obj/structure/closet/crate/secure/emag_act(var/remaining_charges, var/mob/user)
if(!broken)
cut_overlays()
add_overlay(emag)
add_overlay(sparks)
CUT_OVERLAY_IN(sparks, 6)
add_overlay("[secure_type]emag")
add_overlay("[secure_type]sparks")
CUT_OVERLAY_IN("[secure_type]sparks", 6)
playsound(loc, /decl/sound_category/spark_sound, 60, 1)
locked = 0
broken = 1
@@ -358,13 +353,13 @@
if(!locked)
locked = 1
cut_overlays()
add_overlay(redlight)
add_overlay("[secure_type]")
else
cut_overlays()
add_overlay(emag)
add_overlay(sparks)
CUT_OVERLAY_IN(sparks, 6)
playsound(loc, 'sound/effects/sparks4.ogg', 75, 1)
add_overlay("[secure_type]emag")
add_overlay("[secure_type]sparks")
CUT_OVERLAY_IN("[secure_type]sparks", 6)
playsound(loc, /decl/sound_category/spark_sound, 75, 1)
locked = 0
if(!opened && prob(20/severity))
if(!locked)
@@ -378,22 +373,16 @@
name = "plastic crate"
desc = "A rectangular plastic crate."
icon_state = "plasticcrate"
icon_opened = "plasticcrateopen"
icon_closed = "plasticcrate"
/obj/structure/closet/crate/internals
name = "internals crate"
desc = "A internals crate."
icon_state = "o2crate"
icon_opened = "o2crateopen"
icon_closed = "o2crate"
/obj/structure/closet/crate/trashcart
name = "trash cart"
desc = "A heavy, metal trashcart with wheels."
icon_state = "trashcart"
icon_opened = "trashcartopen"
icon_closed = "trashcart"
/*these aren't needed anymore
/obj/structure/closet/crate/hat
@@ -415,15 +404,10 @@
name = "medical crate"
desc = "A medical crate."
icon_state = "medicalcrate"
icon_opened = "medicalcrateopen"
icon_closed = "medicalcrate"
/obj/structure/closet/crate/rfd
name = "\improper RFD C-Class crate"
desc = "A crate with a Rapid-Fabrication-Device C-Class."
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/rfd/fill()
new /obj/item/rfd_ammo(src)
@@ -464,8 +448,6 @@
name = "freezer"
desc = "A freezer."
icon_state = "freezer"
icon_opened = "freezeropen"
icon_closed = "freezer"
var/target_temp = T0C - 40
var/cooling_power = 40
@@ -495,29 +477,21 @@
name = "large bin"
desc = "A large bin."
icon_state = "largebin"
icon_opened = "largebinopen"
icon_closed = "largebin"
/obj/structure/closet/crate/drop
name = "drop crate"
desc = "A large, sturdy crate meant for airdrops."
icon_state = "dropcrate"
icon_opened = "dropcrate-open"
icon_closed = "dropcrate"
/obj/structure/closet/crate/drop/grey
name = "drop crate"
desc = "A large, sturdy crate meant for airdrops."
icon_state = "dropcrate-grey"
icon_opened = "dropcrate-grey-open"
icon_closed = "dropcrate-grey"
/obj/structure/closet/crate/radiation
name = "radioactive gear crate"
desc = "A crate with a radiation sign on it."
icon_state = "radiation"
icon_opened = "radiationopen"
icon_closed = "radiation"
/obj/structure/closet/crate/radiation/fill()
new /obj/item/clothing/suit/radiation(src)
@@ -542,56 +516,39 @@
name = "weapons crate"
desc = "A secure weapons crate."
icon_state = "weaponcrate"
icon_opened = "weaponcrateopen"
icon_closed = "weaponcrate"
/obj/structure/closet/crate/secure/legion
name = "foreign legion supply crate"
desc = "A secure supply crate, It carries the insignia of the Tau Ceti Foreign Legion. It appears quite scuffed."
icon_state = "tcflcrate"
icon_opened = "tcflcrateopen"
icon_closed = "tcflcrate"
req_access = list(access_legion)
/obj/structure/closet/crate/secure/phoron
name = "phoron crate"
desc = "A secure phoron crate."
icon_state = "phoroncrate"
icon_opened = "phoroncrateopen"
icon_closed = "phoroncrate"
/obj/structure/closet/crate/secure/gear
name = "gear crate"
desc = "A secure gear crate."
icon_state = "secgearcrate"
icon_opened = "secgearcrateopen"
icon_closed = "secgearcrate"
/obj/structure/closet/crate/secure/hydrosec
name = "secure hydroponics crate"
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
icon_state = "hydrosecurecrate"
icon_opened = "hydrosecurecrateopen"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/bin
name = "secure bin"
desc = "A secure bin."
icon_state = "largebins"
icon_opened = "largebinsopen"
icon_closed = "largebins"
redlight = "largebinr"
greenlight = "largebing"
sparks = "largebinsparks"
emag = "largebinemag"
secure_type = "largebin"
/obj/structure/closet/crate/large
name = "large crate"
desc = "A hefty metal crate."
icon = 'icons/obj/storage.dmi'
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
health = 200
/obj/structure/closet/crate/large/close()
@@ -617,10 +574,7 @@
desc = "A hefty metal crate with an electronic locking system."
icon = 'icons/obj/storage.dmi'
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
redlight = "largemetalr"
greenlight = "largemetalg"
secure_type = "largemetal"
health = 400
/obj/structure/closet/crate/secure/large/close()
@@ -645,15 +599,11 @@
/obj/structure/closet/crate/secure/large/reinforced
desc = "A hefty, reinforced metal crate with an electronic locking system."
icon_state = "largermetal"
icon_opened = "largermetalopen"
icon_closed = "largermetal"
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon_state = "hydrocrate"
icon_opened = "hydrocrateopen"
icon_closed = "hydrocrate"
/obj/structure/closet/crate/hydroponics/prespawned
//This exists so the prespawned hydro crates spawn with their contents.
@@ -685,20 +635,20 @@
//None of these are the standard grey crate sprite, and a few are currently unused ingame
//This ensures that people stumbling across a lootbox will notice it's different and investigate
var/list/iconchoices = list(
"radiation" = "radiationopen",
"o2crate" = "o2crateopen",
"freezer" = "freezeropen",
"weaponcrate" = "weaponcrateopen",
"largebins" = "largebinsopen",
"phoroncrate" = "phoroncrateopen",
"trashcart" = "trashcartopen",
"critter" = "critteropen",
"largemetal" = "largemetalopen",
"medicalcrate" = "medicalcrateopen",
"tcflcrate" = "tcflcrateopen",
"necrocrate" = "necrocrateopen",
"zenghucrate" = "zenghucrateopen",
"hephcrate" = "hephcrateopen"
"radiation",
"o2crate",
"freezer",
"weaponcrate",
"largebins",
"phoroncrate",
"trashcart",
"critter",
"largemetal",
"medicalcrate",
"tcflcrate",
"necrocrate",
"zenghucrate",
"hephcrate"
)
@@ -711,8 +661,7 @@
"3" = (100 - ((STOCK_RARE_PROB * rarity) + (STOCK_UNCOMMON_PROB * rarity)))
)
icon_closed = pick(iconchoices)
icon_opened = iconchoices[icon_closed]
icon_state = pick(iconchoices)
update_icon()
for (var/i in 1 to quantity)
var/newtype = get_spawntype()
@@ -739,10 +688,7 @@
/obj/structure/closet/crate/autakh
name = "aut'akh crate"
desc = "Contains a number of limbs and augmentations created by the Aut'akh Commune."
icon = 'icons/obj/storage.dmi'
icon_state = "autakh_crate"
icon_opened = "autakh_crateopen"
icon_closed = "autakh_crate"
/obj/structure/closet/crate/autakh/fill()
new /obj/item/organ/external/arm/right/autakh(src)

View File

@@ -7,29 +7,20 @@
desc = "A sturdy crate with Hephaestus Industries branding."
name = "hephaestus drop crate"
icon_state = "hephcrate"
icon_opened = "hephcrateopen"
icon_closed = "hephcrate"
/obj/structure/closet/crate/gear_loadout/zenghu
desc = "A sturdy crate with Zeng-Hu Pharmaceuticals branding."
name = "zeng-hu drop crate"
icon_state = "zenghucrate"
icon_opened = "zenghucrateopen"
icon_closed = "zenghucrate"
/obj/structure/closet/crate/gear_loadout/einstein
desc = "A sturdy crate with Einstein Engines branding."
name = "einstein drop crate"
icon_state = "einsteincrate"
icon_opened = "einsteincrateopen"
icon_closed = "einsteincrate"
/obj/structure/closet/crate/gear_loadout/zavodskoi
desc = "A sturdy crate with Zavodskoi Interstellar branding."
name = "zavodskoi interstellar drop crate"
icon_state = "necrocrate"
icon_opened = "necrocrateopen"
icon_closed = "necrocrate"
/obj/structure/closet/crate/secure/gear_loadout/coalition/fill()
new /obj/item/rig/gunslinger/equipped(src)
@@ -469,4 +460,4 @@
new /obj/item/clothing/accessory/holster/armpit/brown(src)
new /obj/item/gun/projectile/pistol(src)
new /obj/item/ammo_magazine/mc9mm(src)
new /obj/item/ammo_magazine/mc9mm(src)
new /obj/item/ammo_magazine/mc9mm(src)

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@@ -121,8 +121,7 @@
/obj/structure/closet/lasertag
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "red"
icon_closed = "red"
icon_door = "red"
var/helmet_path = /obj/item/clothing/head/helmet/riot/laser_tag
var/armor_path = /obj/item/clothing/suit/armor/riot/laser_tag
var/gun_path = /obj/item/gun/energy/lasertag/red
@@ -137,8 +136,7 @@
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
icon_state = "blue"
icon_closed = "blue"
icon_door = "blue"
helmet_path = /obj/item/clothing/head/helmet/riot/laser_tag/blue
armor_path = /obj/item/clothing/suit/armor/riot/laser_tag/blue
gun_path = /obj/item/gun/energy/lasertag/blue
gun_path = /obj/item/gun/energy/lasertag/blue

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@@ -1142,7 +1142,6 @@ All custom items with worn sprites must follow the contained sprite system: http
item_state = "nai_gloves"
contained_sprite = TRUE
/obj/item/clothing/head/fluff/djikstra_hood //Stellar Hood - Msizi Djikstra - happyfox
name = "stellar hood"
desc = "A more encompassing version of the Starveil, made from a resilient xeno-silk, intended to protect not just the eyes but also the soul of the wearer."

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@@ -2,8 +2,6 @@
name = "abandoned crate"
desc = "What could be inside?"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/list/code = list()
var/list/lastattempt = list()
var/attempts = 15

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@@ -2,12 +2,7 @@
/obj/structure/closet/secure_closet/miner
name = "shaft miner locker"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_opened = "miningsecopen"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
icon_state = "mining"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/fill()

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@@ -62,12 +62,7 @@
/obj/structure/closet/secure_closet/xenoarchaeologist
name = "xenoarchaeologist locker"
req_access = list(access_tox_storage)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
icon_opened = "secureresopen"
icon_broken = "secureresbroken"
icon_off = "secureresoff"
icon_state = "science"
/obj/structure/closet/secure_closet/xenoarchaeologist/fill()
new /obj/item/clothing/under/rank/scientist(src)
@@ -81,9 +76,8 @@
/obj/structure/closet/excavation
name = "excavation tools"
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
icon_state = "eng"
icon_door = "eng_tool"
/obj/structure/closet/excavation/fill()
new /obj/item/storage/belt/archaeology(src)