Files
Aurora.3/code/game/objects/items/weapons/storage/lockbox.dm
T
BurgerLUA aad698be53 Mental Medication Additions (#4648)
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.

Syringe (drugs) now contains truth serum.

Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.

A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.

The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
2018-05-13 17:39:56 +03:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
w_class = 4
max_w_class = 3
max_storage_space = 14 //The sum of the w_classes of all the items in this storage item.
req_access = list(access_armory)
var/locked = 1
var/broken = 0
var/icon_locked = "lockbox+l"
var/icon_closed = "lockbox"
var/icon_broken = "lockbox+b"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "<span class='warning'>It appears to be broken.</span>"
return
if(src.allowed(user))
src.locked = !( src.locked )
if(src.locked)
src.icon_state = src.icon_locked
user << "<span class='notice'>You lock \the [src]!</span>"
return
else
src.icon_state = src.icon_closed
user << "<span class='notice'>You unlock \the [src]!</span>"
return
else
user << "<span class='warning'>Access Denied</span>"
else if(istype(W, /obj/item/weapon/melee/energy/blade))
if(emag_act(INFINITY, user, W, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
W:spark_system.queue()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
if(!locked)
..()
else
user << "<span class='warning'>It's locked!</span>"
return
show_to(mob/user as mob)
if(locked)
user << "<span class='warning'>It's locked!</span>"
else
..()
return
/obj/item/weapon/storage/lockbox/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
if(!broken)
if(visual_feedback)
visual_feedback = "<span class='warning'>[visual_feedback]</span>"
else
visual_feedback = "<span class='warning'>The locker has been sliced open by [user] with an electromagnetic card!</span>"
if(audible_feedback)
audible_feedback = "<span class='warning'>[audible_feedback]</span>"
else
audible_feedback = "<span class='warning'>You hear a faint electrical spark.</span>"
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
visible_message(visual_feedback, audible_feedback)
return 1
/obj/item/weapon/storage/lockbox/loyalty
name = "lockbox of loyalty implants"
req_access = list(access_security)
New()
..()
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implanter/loyalty(src)
/obj/item/weapon/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(access_security)
New()
..()
new /obj/item/weapon/grenade/flashbang/clusterbang(src)
/obj/item/weapon/storage/lockbox/lawgiver
name = "Weapons lockbox"
desc = "A high security weapons lockbox"
req_access = list(access_armory)
New()
..()
new /obj/item/weapon/gun/energy/lawgiver(src)
/obj/item/weapon/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals."
icon_state = "medalbox+l"
item_state = "syringe_kit"
w_class = 3
max_w_class = 2
req_access = list(access_captain)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
/obj/item/weapon/storage/lockbox/medal/fill()
..()
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/nobel_science(src)
new /obj/item/clothing/accessory/medal/nobel_science(src)
new /obj/item/clothing/accessory/medal/iron/merit(src)
new /obj/item/clothing/accessory/medal/iron/merit(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/silver/security(src)