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Aurora.3/code/game/objects/items/weapons/storage/lockbox.dm
T
Cody Brittain 23789d4113 Sorts out existing projectile weapons (#22059)
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.

In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.

NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
2026-03-25 15:37:50 +00:00

117 lines
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon = 'icons/obj/storage/briefcase.dmi'
icon_state = "lockbox+l"
item_state = "lockbox+l"
contained_sprite = TRUE
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_storage_space = DEFAULT_BOX_STORAGE //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"
/obj/item/storage/lockbox/attackby(obj/item/attacking_item, mob/user, params)
if(istype(attacking_item, /obj/item/card/id))
if(src.broken)
to_chat(user, SPAN_WARNING("It appears to be broken."))
return
if(src.allowed(user))
src.locked = !( src.locked )
if(src.locked)
src.icon_state = src.icon_locked
item_state = icon_state
to_chat(user, SPAN_NOTICE("You lock \the [src]!"))
return
else
src.icon_state = src.icon_closed
item_state = icon_state
to_chat(user, SPAN_NOTICE("You unlock \the [src]!"))
return
else
to_chat(user, SPAN_WARNING("Access denied"))
else if(istype(attacking_item, /obj/item/melee/energy/blade))
if(emag_act(INFINITY, user, attacking_item, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
var/obj/item/melee/energy/blade/blade = attacking_item
blade.spark_system.queue()
playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
playsound(src.loc, SFX_SPARKS, 50, 1)
if(!locked)
..()
else
to_chat(user, SPAN_WARNING("It's locked!"))
return
/obj/item/storage/lockbox/show_to(mob/user as mob)
if(locked)
to_chat(user, SPAN_WARNING("It's locked!"))
else
..()
return
/obj/item/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_WARNING("[visual_feedback]")
else
visual_feedback = SPAN_WARNING("The locker has been sliced open by [user] with an electromagnetic card!")
if(audible_feedback)
audible_feedback = SPAN_WARNING("[audible_feedback]")
else
audible_feedback = SPAN_WARNING("You hear a faint electrical spark.")
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
item_state = icon_state
visible_message(visual_feedback, audible_feedback)
return 1
/obj/item/storage/lockbox/loyalty
name = "lockbox of mind shield implants"
req_access = list(ACCESS_SECURITY)
starts_with = list(
/obj/item/implantcase/mindshield = 3,
/obj/item/implanter/mindshield = 1
)
/obj/item/storage/lockbox/anti_augment
name = "lockbox of augmentation disrupter implants"
req_access = list(ACCESS_SECURITY)
starts_with = list(
/obj/item/implantcase/anti_augment = 3,
/obj/item/implanter/anti_augment = 1
)
/obj/item/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(ACCESS_SECURITY)
starts_with = list(/obj/item/grenade/flashbang/clusterbang = 1)
/obj/item/storage/lockbox/lawgiver
name = "weapons lockbox"
desc = "A high security weapons lockbox"
req_access = list(ACCESS_ARMORY)
starts_with = list(/obj/item/gun/energy/acp = 1)
/obj/item/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals."
icon_state = "medalbox+l"
item_state = "briefcase"
w_class = WEIGHT_CLASS_NORMAL
max_w_class = WEIGHT_CLASS_SMALL
req_access = list(ACCESS_CAPTAIN)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"