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[MIRROR] New closets [MDB IGNORE] (#25167)
* New closets * Grammar checks every closet that spawns on a station. (#73331) All closets now are called either closets, lockers, wardrobes etc. (e.g. the lethal injections locker was previously called "lethal injections") Head of staff and the cook's locker are no longer proper nouns, it didn't make much grammatical sense and it keeps consistency with other lockers (Example: detective's cabinet) All locker names de-capitalized except the Thunderdome ones since those made sense. The empty freezer is now just called a freezer since it being empty or not depends on what players and mappers do to it. Tram now has evidence lockers labelled from 1 through 7 instead of 7 evidence lockers labelled as 1. Changes have been made to all station maps and in code, I've not gone through all ruins, away missions, etc. Cleans up a lot of minor name issues. 🆑 spellcheck: All station closet and lockers have had their naming conventions standardized. fix: Tram now has evidence lockers labelled 1 through 7 instead of 7 evidence lockers labelled as locker 1. /🆑 * Removed Duplicates, Modularized Overrides. * Added Base States, Removed Unused Icons * Icon states * Fix wall closets to not fail CI --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
This commit is contained in:
co-authored by
Andrew
NamelessFairy
SomeRandomOwl
parent
3af55486ae
commit
df23153c79
@@ -1,5 +1,5 @@
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/obj/structure/closet/secure_closet/quartermaster
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name = "\proper quartermaster's locker"
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name = "quartermaster's locker"
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req_access = list(ACCESS_QM)
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icon_state = "qm"
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@@ -1,5 +1,5 @@
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/obj/structure/closet/secure_closet/engineering_chief
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name = "\proper chief engineer's locker"
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name = "chief engineer's locker"
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req_access = list(ACCESS_CE)
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icon_state = "ce"
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@@ -83,7 +83,7 @@
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/obj/structure/closet/secure_closet/atmospherics
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name = "\proper atmospheric technician's locker"
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name = "atmospheric technician's locker"
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req_access = list(ACCESS_ATMOSPHERICS)
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icon_state = "atmos"
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@@ -42,7 +42,7 @@
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. = ..()
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/obj/structure/closet/secure_closet/freezer/empty
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name = "empty freezer"
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name = "freezer"
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/obj/structure/closet/secure_closet/freezer/empty/open
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req_access = null
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@@ -21,6 +21,7 @@
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/obj/structure/closet/secure_closet/medical2
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name = "anesthetic closet"
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desc = "Used to knock people out."
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icon_state = "med_secure"
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req_access = list(ACCESS_SURGERY)
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/obj/structure/closet/secure_closet/medical2/PopulateContents()
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@@ -48,6 +49,7 @@
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name = "psychology locker"
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req_access = list(ACCESS_PSYCHOLOGY)
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icon_state = "cabinet"
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door_anim_time = 0 // no animation
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open_sound = 'sound/machines/wooden_closet_open.ogg'
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close_sound = 'sound/machines/wooden_closet_close.ogg'
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open_sound_volume = 25
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@@ -68,7 +70,7 @@
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new /obj/item/clothing/glasses/blindfold(src)
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/obj/structure/closet/secure_closet/chief_medical
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name = "\proper chief medical officer's locker"
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name = "chief medical officer's locker"
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req_access = list(ACCESS_CMO)
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icon_state = "cmo"
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@@ -103,7 +105,8 @@
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new /obj/item/storage/hypospraykit/cmo(src) //SKYRAT EDIT ADDITION - New Hyposprays
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/obj/structure/closet/secure_closet/animal
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name = "animal control"
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name = "animal control locker"
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icon_door = "chemical"
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req_access = list(ACCESS_SURGERY)
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/obj/structure/closet/secure_closet/animal/PopulateContents()
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@@ -116,7 +119,7 @@
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name = "chemical closet"
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desc = "Store dangerous chemicals in here."
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req_access = list(ACCESS_PHARMACY)
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icon_door = "chemical"
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icon_state = "chem_secure"
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/obj/structure/closet/secure_closet/chemical/PopulateContents()
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..()
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@@ -44,6 +44,7 @@
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close_sound = 'sound/machines/wooden_closet_close.ogg'
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open_sound_volume = 25
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close_sound_volume = 50
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door_anim_time = 0 // no animation
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/obj/structure/closet/secure_closet/personal/cabinet/PopulateContents()
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new /obj/item/storage/backpack/satchel/leather/withwallet( src )
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@@ -1,5 +1,5 @@
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/obj/structure/closet/secure_closet/research_director
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name = "\proper research director's locker"
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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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Executable → Regular
+6
-5
@@ -189,7 +189,7 @@
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new /obj/item/clothing/head/fedora/inspector_hat(src)
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/obj/structure/closet/secure_closet/injection
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name = "lethal injections"
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name = "lethal injections locker"
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req_access = list(ACCESS_HOS)
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/obj/structure/closet/secure_closet/injection/PopulateContents()
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@@ -269,7 +269,7 @@
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/obj/structure/closet/secure_closet/contraband/armory
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anchored = TRUE
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name = "Contraband Locker"
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name = "contraband locker"
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req_access = list(ACCESS_ARMORY)
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/obj/structure/closet/secure_closet/contraband/heads
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@@ -279,7 +279,6 @@
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/obj/structure/closet/secure_closet/armory1
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name = "armory armor locker"
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icon_state = "armory" // SKYRAT EDIT ADDITION - NEW ICON ADDED IN peacekeeper_lockers.dm
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req_access = list(ACCESS_ARMORY)
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/obj/structure/closet/secure_closet/armory1/PopulateContents()
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@@ -299,7 +298,8 @@
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/obj/structure/closet/secure_closet/armory2
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name = "armory ballistics locker"
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icon_state = "armory" // SKYRAT EDIT ADDITION - NEW ICON ADDED IN peacekeeper_lockers.dm
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icon_state = "tac"
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icon_door = "armory_shotgun"
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req_access = list(ACCESS_ARMORY)
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/obj/structure/closet/secure_closet/armory2/PopulateContents()
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@@ -312,7 +312,8 @@
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/obj/structure/closet/secure_closet/armory3
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name = "armory energy gun locker"
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icon_state = "armory" // SKYRAT EDIT ADDITION - NEW ICON ADDED IN peacekeeper_lockers.dm
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icon_state = "tac"
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icon_door = "armory_energy"
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req_access = list(ACCESS_ARMORY)
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/obj/structure/closet/secure_closet/armory3/PopulateContents()
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