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* Adds One Single Space to Unlocking and Locking Closets (#75383) ## About The Pull Request Title. I added one single space bar to the third-person display message when you witness someone else lock or unlock a locker. ## Why It's Good For The Game Before: <img src="https://i.ibb.co/RCWTTcq/Closet-Space-Bar-Before.png"> After: <img src="https://i.ibb.co/Wfm7hvR/Closet-Space-Bar-After.png"> Highlighting unrelated shoutout to my fellow based AI enjoyers. Grammar is good. ## Changelog No changelog necessary. * Adds One Single Space to Unlocking and Locking Closets --------- Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
1145 lines
37 KiB
Plaintext
1145 lines
37 KiB
Plaintext
#define LOCKER_FULL -1
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/obj/structure/closet
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name = "closet"
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desc = "It's a basic storage unit."
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icon = 'icons/obj/storage/closet.dmi'
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icon_state = "generic"
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density = TRUE
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drag_slowdown = 1.5 // Same as a prone mob
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max_integrity = 200
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integrity_failure = 0.25
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armor_type = /datum/armor/structure_closet
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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/// How close being inside of the thing provides complete pressure safety. Must be between 0 and 1!
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contents_pressure_protection = 0
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/// How insulated the thing is, for the purposes of calculating body temperature. Must be between 0 and 1!
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contents_thermal_insulation = 0
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/// The overlay for the closet's door
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var/obj/effect/overlay/closet_door/door_obj
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/// Whether or not this door is being animated
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var/is_animating_door = FALSE
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/// Vertical squish of the door
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var/door_anim_squish = 0.12
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/// The maximum angle the door will be drawn at
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var/door_anim_angle = 136
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/// X position of the closet door hinge
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var/door_hinge_x = -6.5
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/// Amount of time it takes for the door animation to play
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var/door_anim_time = 1.5 // set to 0 to make the door not animate at all
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/// Paint jobs for this closet, crates are a subtype of closet so they override these values
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var/list/paint_jobs = TRUE
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/// Controls whether a door overlay should be applied using the icon_door value as the icon state
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var/enable_door_overlay = TRUE
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var/has_opened_overlay = TRUE
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var/has_closed_overlay = TRUE
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var/icon_door = null
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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/large = TRUE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/breakout_time = 1200
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var/message_cooldown
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var/can_weld_shut = TRUE
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var/horizontal = FALSE
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var/allow_objects = FALSE
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var/allow_dense = FALSE
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var/dense_when_open = FALSE //if it's dense when open or not
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var/max_mob_size = MOB_SIZE_HUMAN //Biggest mob_size accepted by the container
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var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
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var/storage_capacity = 30 //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/cutting_tool = /obj/item/weldingtool
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var/open_sound = 'sound/machines/closet_open.ogg'
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var/close_sound = 'sound/machines/closet_close.ogg'
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var/open_sound_volume = 35
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var/close_sound_volume = 50
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var/material_drop = /obj/item/stack/sheet/iron
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var/material_drop_amount = 2
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var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
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var/anchorable = TRUE
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var/icon_welded = "welded"
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/// Whether a skittish person can dive inside this closet. Disable if opening the closet causes "bad things" to happen or that it leads to a logical inconsistency.
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var/divable = TRUE
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/// true whenever someone with the strong pull component (or magnet modsuit module) is dragging this, preventing opening
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var/strong_grab = FALSE
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/// secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
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var/secure = FALSE
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var/can_install_electronics = TRUE
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var/contents_initialized = FALSE
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/// is this closet locked by an exclusive id, i.e. your own personal locker
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var/datum/weakref/id_card = null
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/// should we prevent furthur access change
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var/access_locked = FALSE
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/// is the card reader installed in this machine
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var/card_reader_installed = FALSE
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/// access types for card reader
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var/list/access_choices = TRUE
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/datum/armor/structure_closet
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melee = 20
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bullet = 10
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laser = 10
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bomb = 10
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fire = 70
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acid = 60
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/obj/structure/closet/Initialize(mapload)
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. = ..()
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var/static/list/closet_paint_jobs
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if(isnull(closet_paint_jobs))
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closet_paint_jobs = list(
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"Cargo" = list("icon_state" = "qm"),
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"Engineering" = list("icon_state" = "ce"),
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"Engineering Secure" = list("icon_state" = "eng_secure"),
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"Radiation" = list("icon_state" = "eng", "icon_door" = "eng_rad"),
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"Tool Storage" = list("icon_state" = "eng", "icon_door" = "eng_tool"),
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"Fire Equipment" = list("icon_state" = "fire"),
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"Emergency" = list("icon_state" = "emergency"),
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"Hydroponics" = list("icon_state" = "hydro"),
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"Medical" = list("icon_state" = "med"),
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"Science" = list("icon_state" = "rd"),
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"Security" = list("icon_state" = "cap"),
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"Mining" = list("icon_state" = "mining"),
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"Virology" = list("icon_state" = "bio_viro"),
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)
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if(paint_jobs)
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paint_jobs = closet_paint_jobs
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var/static/list/card_reader_choices
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if(isnull(card_reader_choices))
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card_reader_choices = list(
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"Personal",
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"Departmental",
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"None"
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)
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if(access_choices)
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access_choices = card_reader_choices
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// if closed, any item at the crate's loc is put in the contents
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if (mapload && !opened)
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. = INITIALIZE_HINT_LATELOAD
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populate_contents_immediate()
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var/static/list/loc_connections = list(
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COMSIG_CARBON_DISARM_COLLIDE = PROC_REF(locker_carbon),
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COMSIG_ATOM_MAGICALLY_UNLOCKED = PROC_REF(on_magic_unlock),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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register_context()
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if(opened)
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opened = FALSE //nessassary because open() proc will early return if its true
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if(open(special_effects = FALSE)) //closets which are meant to be open by default dont need to be animated open
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return
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update_appearance()
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/obj/structure/closet/LateInitialize()
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. = ..()
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if(!opened)
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take_contents()
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//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
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/obj/structure/closet/proc/PopulateContents()
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SEND_SIGNAL(src, COMSIG_CLOSET_POPULATE_CONTENTS)
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/// Populate the closet with stuff that needs to be added before it is opened.
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/// This is useful for things like traitor objectives.
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/obj/structure/closet/proc/populate_contents_immediate()
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return
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/obj/structure/closet/Destroy()
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id_card = null
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QDEL_NULL(door_obj)
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return ..()
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/obj/structure/closet/update_appearance(updates=ALL)
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. = ..()
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if(opened || broken || !secure)
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luminosity = 0
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return
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luminosity = 1
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/obj/structure/closet/update_icon()
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. = ..()
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if(issupplypod(src))
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return
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layer = opened ? BELOW_OBJ_LAYER : OBJ_LAYER
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/obj/structure/closet/update_overlays()
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. = ..()
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closet_update_overlays(.)
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/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
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. = new_overlays
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if(enable_door_overlay && !is_animating_door)
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var/overlay_state = isnull(base_icon_state) ? initial(icon_state) : base_icon_state
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if(opened && has_opened_overlay)
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var/mutable_appearance/door_overlay = mutable_appearance(icon, "[overlay_state]_open", alpha = src.alpha)
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. += door_overlay
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door_overlay.overlays += emissive_blocker(door_overlay.icon, door_overlay.icon_state, src, alpha = door_overlay.alpha) // If we don't do this the door doesn't block emissives and it looks weird.
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else if(has_closed_overlay)
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. += "[icon_door || overlay_state]_door"
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if(opened)
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return
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if(welded)
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. += icon_welded
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if(broken || !secure)
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return
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", src, alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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/obj/structure/closet/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, opened))
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if(vval == opened)
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return FALSE
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if(vval && !opened && open(force = TRUE))
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datum_flags |= DF_VAR_EDITED
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return TRUE
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else if(!vval && opened && close())
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datum_flags |= DF_VAR_EDITED
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return TRUE
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return FALSE
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. = ..()
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if(vname == NAMEOF(src, welded) && welded && !can_weld_shut)
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can_weld_shut = TRUE
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else if(vname == NAMEOF(src, can_weld_shut) && !can_weld_shut && welded)
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welded = FALSE
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update_appearance()
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if(vname in list(NAMEOF(src, locked), NAMEOF(src, welded), NAMEOF(src, secure), NAMEOF(src, icon_welded), NAMEOF(src, delivery_icon)))
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update_appearance()
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/// Animates the closet door opening and closing
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/obj/structure/closet/proc/animate_door(closing = FALSE)
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if(!door_anim_time)
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return
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if(!door_obj)
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door_obj = new
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var/default_door_icon = "[icon_door || icon_state]_door"
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vis_contents += door_obj
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door_obj.icon = icon
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door_obj.icon_state = default_door_icon
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is_animating_door = TRUE
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var/num_steps = door_anim_time / world.tick_lag
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for(var/step in 0 to num_steps)
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var/angle = door_anim_angle * (closing ? 1 - (step/num_steps) : (step/num_steps))
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var/matrix/door_transform = get_door_transform(angle)
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var/door_state
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var/door_layer
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if (angle >= 90)
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door_state = "[icon_state]_back"
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door_layer = FLOAT_LAYER
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else
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door_state = default_door_icon
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door_layer = ABOVE_MOB_LAYER
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if(step == 0)
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door_obj.transform = door_transform
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door_obj.icon_state = door_state
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door_obj.layer = door_layer
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else if(step == 1)
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animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
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else
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animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag)
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addtimer(CALLBACK(src, PROC_REF(end_door_animation)), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_CLIENT_TIME)
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/// Ends the door animation and removes the animated overlay
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/obj/structure/closet/proc/end_door_animation()
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is_animating_door = FALSE
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vis_contents -= door_obj
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update_icon()
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/// Calculates the matrix to be applied to the animated door overlay
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/obj/structure/closet/proc/get_door_transform(angle)
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var/matrix/door_matrix = matrix()
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door_matrix.Translate(-door_hinge_x, 0)
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door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
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door_matrix.Translate(door_hinge_x, 0)
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return door_matrix
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/obj/structure/closet/examine(mob/user)
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. = ..()
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if(id_card)
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. += span_notice("It can be [EXAMINE_HINT("marked")] with a pen.")
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if(can_weld_shut && !welded)
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. += span_notice("Its can be [EXAMINE_HINT("welded")] shut.")
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if(welded)
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. += span_notice("Its [EXAMINE_HINT("welded")] shut.")
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if(anchorable && !anchored)
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. += span_notice("It can be [EXAMINE_HINT("bolted")] to the ground.")
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if(anchored)
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. += span_notice("Its [EXAMINE_HINT("bolted")] to the ground.")
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if(length(paint_jobs))
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. += span_notice("It can be [EXAMINE_HINT("painted")] another texture.")
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if(HAS_TRAIT(user, TRAIT_SKITTISH) && divable)
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. += span_notice("If you bump into [p_them()] while running, you will jump inside.")
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if(can_install_electronics)
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if(!secure)
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. += span_notice("You can install airlock electronics for access control.")
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else
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. += span_notice("Its airlock electronics are [EXAMINE_HINT("screwed")] in place.")
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if(!card_reader_installed && length(access_choices))
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. += span_notice("You can install a card reader for furthur access control.")
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else if(card_reader_installed)
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. += span_notice("The card reader could be [EXAMINE_HINT("pried")] out.")
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. += span_notice("Swipe your PDA with an ID card/Just ID to change access levels.")
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. += span_notice("Use multitool to [access_locked ? "unlock" : "lock"] the access panel.")
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/obj/structure/closet/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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var/screentip_change = FALSE
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if(isnull(held_item))
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if(secure && !broken)
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context[SCREENTIP_CONTEXT_RMB] = opened ? "Lock" : "Unlock"
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if(!welded)
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context[SCREENTIP_CONTEXT_LMB] = opened ? "Close" : "Open"
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screentip_change = TRUE
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if(istype(held_item) && held_item.tool_behaviour == TOOL_WELDER)
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if(opened)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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else
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if(!welded && can_weld_shut)
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context[SCREENTIP_CONTEXT_LMB] = "Weld"
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screentip_change = TRUE
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else if(welded)
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context[SCREENTIP_CONTEXT_LMB] = "Unweld"
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screentip_change = TRUE
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if(istype(held_item) && held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = anchored ? "Unanchor" : "Anchor"
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screentip_change = TRUE
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if(!locked && (welded || !can_weld_shut))
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if(!secure)
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if(!broken && can_install_electronics && istype(held_item, /obj/item/electronics/airlock))
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context[SCREENTIP_CONTEXT_LMB] = "Install Electronics"
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screentip_change = TRUE
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else
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if(istype(held_item) && held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Remove Electronics"
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screentip_change = TRUE
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if(!card_reader_installed && length(access_choices) && !broken && can_install_electronics && istype(held_item, /obj/item/stock_parts/card_reader))
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context[SCREENTIP_CONTEXT_LMB] = "Install Reader"
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screentip_change = TRUE
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if(card_reader_installed && istype(held_item) && held_item.tool_behaviour == TOOL_CROWBAR)
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context[SCREENTIP_CONTEXT_LMB] = "Remove Reader"
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screentip_change = TRUE
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if(!locked && !opened)
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if(id_card && istype(held_item, /obj/item/pen))
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context[SCREENTIP_CONTEXT_LMB] = "Rename"
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screentip_change = TRUE
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if(secure && card_reader_installed && !broken)
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if(!access_locked && istype(held_item) && !isnull(held_item.GetID()))
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context[SCREENTIP_CONTEXT_LMB] = "Change Access"
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screentip_change = TRUE
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if(istype(held_item) && istype(held_item) && held_item.tool_behaviour == TOOL_MULTITOOL)
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context[SCREENTIP_CONTEXT_LMB] = "[access_locked ? "Unlock" : "Lock"] Access Panel"
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screentip_change = TRUE
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return screentip_change ? CONTEXTUAL_SCREENTIP_SET : NONE
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/obj/structure/closet/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(wall_mounted)
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return TRUE
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/obj/structure/closet/proc/can_open(mob/living/user, force = FALSE)
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if(force)
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return TRUE
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if(welded || locked)
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return FALSE
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if(strong_grab)
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if(user)
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to_chat(user, span_danger("[pulledby] has an incredibly strong grip on [src], preventing it from opening."))
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return FALSE
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(user)
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to_chat(user, span_danger("There's something large on top of [src], preventing it from opening."))
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return FALSE
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return TRUE
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/obj/structure/closet/proc/can_close(mob/living/user)
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var/turf/T = get_turf(src)
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for(var/obj/structure/closet/closet in T)
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if(closet != src && !closet.wall_mounted)
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if(user)
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balloon_alert(user, "[closet.name] is in the way!")
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return FALSE
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(user)
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to_chat(user, span_danger("There's something too large in [src], preventing it from closing."))
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return FALSE
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return TRUE
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/obj/structure/closet/dump_contents()
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if (!contents_initialized)
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contents_initialized = TRUE
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PopulateContents()
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var/atom/L = drop_location()
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for(var/atom/movable/AM in src)
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AM.forceMove(L)
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM, dir)
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if(throwing)
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throwing.finalize(FALSE)
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/obj/structure/closet/proc/take_contents(mapload = FALSE)
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var/atom/location = drop_location()
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if(!location)
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return
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for(var/atom/movable/AM in location)
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if(AM != src && insert(AM, mapload) == LOCKER_FULL) // limit reached
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if(mapload) // Yea, it's a mapping issue. Blame mappers.
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log_mapping("Closet storage capacity of [type] exceeded on mapload at [AREACOORD(src)]")
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break
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for(var/i in reverse_range(location.get_all_contents()))
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var/atom/movable/thing = i
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thing.atom_storage?.close_all()
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///Proc to write checks before opening a door
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/obj/structure/closet/proc/before_open(mob/living/user, force)
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return TRUE
|
|
|
|
/obj/structure/closet/proc/open(mob/living/user, force = FALSE, special_effects = TRUE)
|
|
if(opened || !can_open(user, force))
|
|
return FALSE
|
|
if(!before_open(user, force) || (SEND_SIGNAL(src, COMSIG_CLOSET_PRE_OPEN, user, force) & BLOCK_OPEN))
|
|
return FALSE
|
|
welded = FALSE
|
|
locked = FALSE
|
|
if(special_effects)
|
|
playsound(loc, open_sound, open_sound_volume, TRUE, -3)
|
|
opened = TRUE
|
|
if(!dense_when_open)
|
|
set_density(FALSE)
|
|
dump_contents()
|
|
if(special_effects)
|
|
animate_door(FALSE)
|
|
update_appearance()
|
|
after_open(user, force)
|
|
SEND_SIGNAL(src, COMSIG_CLOSET_POST_OPEN, user, force)
|
|
return TRUE
|
|
|
|
///Proc to override for effects after opening a door
|
|
/obj/structure/closet/proc/after_open(mob/living/user, force = FALSE)
|
|
return
|
|
|
|
/obj/structure/closet/proc/insert(atom/movable/inserted, mapload = FALSE)
|
|
if(length(contents) >= storage_capacity)
|
|
if(!mapload)
|
|
return LOCKER_FULL
|
|
//For maploading, we only return LOCKER_FULL if the movable was otherwise insertable. This way we can avoid logging false flags.
|
|
return insertion_allowed(inserted) ? LOCKER_FULL : FALSE
|
|
if(!insertion_allowed(inserted))
|
|
return FALSE
|
|
if(SEND_SIGNAL(src, COMSIG_CLOSET_INSERT, inserted) & COMPONENT_CLOSET_INSERT_INTERRUPT)
|
|
return TRUE
|
|
inserted.forceMove(src)
|
|
return TRUE
|
|
|
|
/obj/structure/closet/proc/insertion_allowed(atom/movable/AM)
|
|
if(ismob(AM))
|
|
if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
|
|
return FALSE
|
|
var/mob/living/L = AM
|
|
if(L.anchored || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
|
|
return FALSE
|
|
if(L.mob_size > MOB_SIZE_TINY) // Tiny mobs are treated as items.
|
|
if(horizontal && L.density)
|
|
return FALSE
|
|
if(L.mob_size > max_mob_size)
|
|
return FALSE
|
|
var/mobs_stored = 0
|
|
for(var/mob/living/M in contents)
|
|
mobs_stored++
|
|
if(mobs_stored >= mob_storage_capacity)
|
|
return FALSE
|
|
L.stop_pulling()
|
|
|
|
else if(istype(AM, /obj/structure/closet))
|
|
return FALSE
|
|
else if(isobj(AM))
|
|
if((!allow_dense && AM.density) || AM.anchored || AM.has_buckled_mobs() || ismecha(AM))
|
|
return FALSE
|
|
else if(isitem(AM) && !HAS_TRAIT(AM, TRAIT_NODROP))
|
|
return TRUE
|
|
else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
|
|
return FALSE
|
|
else
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
///Proc to write checks before closing a door
|
|
/obj/structure/closet/proc/before_close(mob/living/user)
|
|
return TRUE
|
|
|
|
/obj/structure/closet/proc/close(mob/living/user)
|
|
if(!opened || !can_close(user))
|
|
return FALSE
|
|
if(!before_close(user) || (SEND_SIGNAL(src, COMSIG_CLOSET_PRE_CLOSE, user) & BLOCK_CLOSE))
|
|
return FALSE
|
|
take_contents()
|
|
playsound(loc, close_sound, close_sound_volume, TRUE, -3)
|
|
opened = FALSE
|
|
set_density(TRUE)
|
|
animate_door(TRUE)
|
|
update_appearance()
|
|
after_close(user)
|
|
SEND_SIGNAL(src, COMSIG_CLOSET_POST_CLOSE, user)
|
|
return TRUE
|
|
|
|
///Proc to do effects after closet has closed
|
|
/obj/structure/closet/proc/after_close(mob/living/user)
|
|
return
|
|
|
|
/**
|
|
* Toggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however.
|
|
*/
|
|
/obj/structure/closet/proc/toggle(mob/living/user)
|
|
if(opened)
|
|
return close(user)
|
|
else
|
|
return open(user)
|
|
|
|
/obj/structure/closet/deconstruct(disassembled = TRUE)
|
|
if (!(flags_1 & NODECONSTRUCT_1))
|
|
if(ispath(material_drop) && material_drop_amount)
|
|
new material_drop(loc, material_drop_amount)
|
|
if (secure)
|
|
var/obj/item/electronics/airlock/electronics = new(drop_location())
|
|
if(length(req_one_access))
|
|
electronics.one_access = TRUE
|
|
electronics.accesses = req_one_access
|
|
else
|
|
electronics.accesses = req_access
|
|
if(card_reader_installed)
|
|
new /obj/item/stock_parts/card_reader(drop_location())
|
|
dump_contents()
|
|
qdel(src)
|
|
|
|
/obj/structure/closet/atom_break(damage_flag)
|
|
. = ..()
|
|
if(!broken && !(flags_1 & NODECONSTRUCT_1))
|
|
bust_open()
|
|
|
|
/obj/structure/closet/CheckParts(list/parts_list)
|
|
var/obj/item/electronics/airlock/access_control = locate() in parts_list
|
|
if(QDELETED(access_control))
|
|
return
|
|
|
|
if (access_control.one_access)
|
|
req_one_access = access_control.accesses
|
|
req_access = null
|
|
else
|
|
req_access = access_control.accesses
|
|
req_one_access = null
|
|
access_control.moveToNullspace()
|
|
|
|
parts_list -= access_control
|
|
qdel(access_control)
|
|
|
|
/obj/structure/closet/multitool_act(mob/living/user, obj/item/tool)
|
|
if(!secure || !card_reader_installed || broken || locked || opened)
|
|
return
|
|
access_locked = !access_locked
|
|
balloon_alert(user, "access panel [access_locked ? "locked" : "unlocked"]")
|
|
return TRUE
|
|
|
|
/// sets the access for the closets from the swiped ID card
|
|
/obj/structure/closet/proc/set_access(list/accesses)
|
|
if(length(req_one_access))
|
|
req_one_access = accesses
|
|
req_access = null
|
|
else
|
|
req_access = accesses
|
|
req_one_access = null
|
|
|
|
/obj/structure/closet/attackby(obj/item/W, mob/user, params)
|
|
if(user in src)
|
|
return
|
|
if(src.tool_interact(W,user))
|
|
return 1 // No afterattack
|
|
else
|
|
return ..()
|
|
|
|
/// check if we can install airlock electronics in this closet
|
|
/obj/structure/closet/proc/can_install_airlock_electronics(mob/user)
|
|
if(secure || !can_install_electronics || !(welded || !can_weld_shut))
|
|
return FALSE
|
|
|
|
if(broken)
|
|
balloon_alert(user, "its broken!")
|
|
return FALSE
|
|
|
|
if(locked)
|
|
balloon_alert(user, "unlock first!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// check if we can unscrew airlock electronics from this closet
|
|
/obj/structure/closet/proc/can_unscrew_airlock_electronics(mob/user)
|
|
if(!secure || !(welded || !can_weld_shut))
|
|
return FALSE
|
|
|
|
if(locked)
|
|
balloon_alert(user, "unlock first!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// check if we can install card reader in this closet
|
|
/obj/structure/closet/proc/can_install_card_reader(mob/user)
|
|
if(card_reader_installed || !can_install_electronics || !length(access_choices) || !(welded || !can_weld_shut))
|
|
return FALSE
|
|
|
|
if(broken)
|
|
balloon_alert(user, "its broken!")
|
|
return FALSE
|
|
|
|
if(!secure)
|
|
balloon_alert(user, "no electronics inside!")
|
|
return FALSE
|
|
|
|
if(locked)
|
|
balloon_alert(user, "unlock first!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// check if we can pry out the card reader from this closet
|
|
/obj/structure/closet/proc/can_pryout_card_reader(mob/user)
|
|
if(!card_reader_installed || !(welded || !can_weld_shut))
|
|
return FALSE
|
|
|
|
if(locked)
|
|
balloon_alert(user, "unlock first!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// returns TRUE if attackBy call shouldn't be continued (because tool weaponas used/closet weaponas of weaponrong type), FALSE if otherweaponise
|
|
/obj/structure/closet/proc/tool_interact(obj/item/weapon, mob/living/user)
|
|
. = TRUE
|
|
var/obj/item/card/id/id = null
|
|
if(!opened && istype(weapon, /obj/item/airlock_painter))
|
|
if(!length(paint_jobs))
|
|
return
|
|
var/choice = tgui_input_list(user, "Set Closet Paintjob", "Paintjob", paint_jobs)
|
|
if(isnull(choice))
|
|
return
|
|
|
|
var/obj/item/airlock_painter/painter = weapon
|
|
if(!painter.use_paint(user))
|
|
return
|
|
var/list/paint_job = paint_jobs[choice]
|
|
icon_state = paint_job["icon_state"]
|
|
base_icon_state = icon_state
|
|
icon_door = paint_job["icon_door"]
|
|
|
|
update_appearance()
|
|
|
|
else if(istype(weapon, /obj/item/electronics/airlock) && can_install_airlock_electronics(user))
|
|
user.visible_message(span_notice("[user] installs the electronics into the [src]."),\
|
|
span_notice("You start to install electronics into the [src]..."))
|
|
|
|
if(!do_after(user, 4 SECONDS, target = src, extra_checks = CALLBACK(src, PROC_REF(can_install_airlock_electronics), user)))
|
|
return
|
|
if(!user.transferItemToLoc(weapon, src))
|
|
return
|
|
|
|
CheckParts(list(weapon))
|
|
secure = TRUE
|
|
balloon_alert(user, "electronics installed")
|
|
|
|
update_appearance()
|
|
|
|
else if(weapon.tool_behaviour == TOOL_SCREWDRIVER && can_unscrew_airlock_electronics(user))
|
|
user.visible_message(span_notice("[user] begins to remove the electronics from the [src]."),\
|
|
span_notice("You begin to remove the electronics from the [src]..."))
|
|
|
|
if (!weapon.use_tool(src, user, 40, volume = 50, extra_checks = CALLBACK(src, PROC_REF(can_unscrew_airlock_electronics), user)))
|
|
return
|
|
|
|
var/obj/item/electronics/airlock/airlock_electronics = new(drop_location())
|
|
if(length(req_one_access))
|
|
airlock_electronics.one_access = TRUE
|
|
airlock_electronics.accesses = req_one_access
|
|
else
|
|
airlock_electronics.accesses = req_access
|
|
|
|
req_access = list()
|
|
req_one_access = null
|
|
id_card = null
|
|
secure = FALSE
|
|
balloon_alert(user, "electronics removed")
|
|
|
|
update_appearance()
|
|
|
|
else if(istype(weapon, /obj/item/stock_parts/card_reader) && can_install_card_reader(user))
|
|
user.visible_message(span_notice("[user] is installing a card reader."),
|
|
span_notice("You begin installing the card reader."))
|
|
|
|
if(!do_after(user, 4 SECONDS, target = src, extra_checks = CALLBACK(src, PROC_REF(can_install_card_reader), user)))
|
|
return
|
|
|
|
qdel(weapon)
|
|
card_reader_installed = TRUE
|
|
|
|
balloon_alert(user, "card reader installed")
|
|
|
|
else if(weapon.tool_behaviour == TOOL_CROWBAR && can_pryout_card_reader(user))
|
|
user.visible_message(span_notice("[user] begins to pry the card reader out from [src]."),\
|
|
span_notice("You begin to pry the card reader out from [src]..."))
|
|
|
|
if(!weapon.use_tool(src, user, 4 SECONDS, extra_checks = CALLBACK(src, PROC_REF(can_pryout_card_reader), user)))
|
|
return
|
|
|
|
new /obj/item/stock_parts/card_reader(drop_location())
|
|
card_reader_installed = FALSE
|
|
|
|
balloon_alert(user, "card reader removed")
|
|
|
|
else if(secure && !broken && card_reader_installed && !locked && !opened && !access_locked && !isnull((id = weapon.GetID())))
|
|
var/num_choices = length(access_choices)
|
|
if(!num_choices)
|
|
return
|
|
|
|
var/choice
|
|
if(num_choices == 1)
|
|
choice = access_choices[1]
|
|
else
|
|
choice = tgui_input_list(user, "Set Access Type", "Access Type", access_choices)
|
|
if(isnull(choice))
|
|
return
|
|
|
|
id_card = null
|
|
switch(choice)
|
|
if("Personal") //only the player weaponho sweaponiped their id has access.
|
|
id_card = WEAKREF(id)
|
|
name = "[id.registered_name] locker"
|
|
desc = "now owned by [id.registered_name]. [initial(desc)]"
|
|
if("Departmental") //anyone weaponho has the same access permissions as this id has access
|
|
name = "[id.assignment] closet"
|
|
desc = "Its a [id.assignment] closet. [initial(desc)]"
|
|
set_access(id.GetAccess())
|
|
if("None") //free for all
|
|
name = initial(name)
|
|
desc = initial(desc)
|
|
req_access = list()
|
|
req_one_access = null
|
|
set_access(list())
|
|
|
|
if(!isnull(id_card))
|
|
balloon_alert(user, "now owned by [id.registered_name]")
|
|
else
|
|
balloon_alert(user, "set to [choice]")
|
|
|
|
else if(!opened && istype(weapon, /obj/item/pen))
|
|
if(locked)
|
|
balloon_alert(user, "unlock first!")
|
|
return
|
|
|
|
if(isnull(id_card))
|
|
balloon_alert(user, "not yours to rename!")
|
|
return
|
|
|
|
var/name_set = FALSE
|
|
var/desc_set = FALSE
|
|
|
|
var/str = tgui_input_text(user, "Personal Locker Name", "Locker Name")
|
|
if(!isnull(str))
|
|
name = str
|
|
name_set = TRUE
|
|
|
|
str = tgui_input_text(user, "Personal Locker Description", "Locker Description")
|
|
if(!isnull(str))
|
|
desc = str
|
|
desc_set = TRUE
|
|
|
|
var/bit_flag = NONE
|
|
if(name_set)
|
|
bit_flag |= UPDATE_NAME
|
|
if(desc_set)
|
|
bit_flag |= UPDATE_DESC
|
|
if(bit_flag)
|
|
update_appearance(bit_flag)
|
|
|
|
else if(opened)
|
|
if(istype(weapon, cutting_tool))
|
|
if(weapon.tool_behaviour == TOOL_WELDER)
|
|
if(!weapon.tool_start_check(user, amount=0))
|
|
return
|
|
|
|
to_chat(user, span_notice("You begin cutting \the [src] apart..."))
|
|
if(weapon.use_tool(src, user, 40, volume=50))
|
|
if(!opened)
|
|
return
|
|
user.visible_message(span_notice("[user] slices apart \the [src]."),
|
|
span_notice("You cut \the [src] apart weaponith \the [weapon]."),
|
|
span_hear("You hear weaponelding."))
|
|
deconstruct(TRUE)
|
|
return
|
|
else // for example cardboard box is cut weaponith weaponirecutters
|
|
user.visible_message(span_notice("[user] cut apart \the [src]."), \
|
|
span_notice("You cut \the [src] apart weaponith \the [weapon]."))
|
|
deconstruct(TRUE)
|
|
return
|
|
if (user.combat_mode)
|
|
return
|
|
if(user.transferItemToLoc(weapon, drop_location())) // so weapone put in unlit weaponelder too
|
|
return
|
|
|
|
else if(weapon.tool_behaviour == TOOL_WELDER && can_weld_shut)
|
|
if(!weapon.tool_start_check(user, amount=0))
|
|
return
|
|
|
|
if(weapon.use_tool(src, user, 40, volume=50))
|
|
if(opened)
|
|
return
|
|
welded = !welded
|
|
after_weld(welded)
|
|
user.visible_message(span_notice("[user] [welded ? "welds shut" : "unwelded"] \the [src]."),
|
|
span_notice("You [welded ? "weld" : "unwelded"] \the [src] with \the [weapon]."),
|
|
span_hear("You hear welding."))
|
|
user.log_message("[welded ? "welded":"unwelded"] closet [src] with [weapon]", LOG_GAME)
|
|
update_appearance()
|
|
|
|
else if(!user.combat_mode)
|
|
var/item_is_id = weapon.GetID()
|
|
if(!item_is_id)
|
|
return FALSE
|
|
if((item_is_id || !toggle(user)) && !opened)
|
|
togglelock(user)
|
|
else
|
|
return FALSE
|
|
|
|
/obj/structure/closet/wrench_act_secondary(mob/living/user, obj/item/tool)
|
|
if(!anchorable)
|
|
balloon_alert(user, "no anchor bolts!")
|
|
return TRUE
|
|
if(isinspace() && !anchored) // We want to prevent anchoring a locker in space, but we should still be able to unanchor it there
|
|
balloon_alert(user, "nothing to anchor to!")
|
|
return TRUE
|
|
set_anchored(!anchored)
|
|
tool.play_tool_sound(src, 75)
|
|
user.balloon_alert_to_viewers("[anchored ? "anchored" : "unanchored"]")
|
|
return TRUE
|
|
|
|
/obj/structure/closet/proc/after_weld(weld_state)
|
|
return
|
|
|
|
/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
|
|
if(!istype(O) || O.anchored || istype(O, /atom/movable/screen))
|
|
return
|
|
if(!istype(user) || user.incapacitated() || user.body_position == LYING_DOWN)
|
|
return
|
|
if(!Adjacent(user) || !user.Adjacent(O))
|
|
return
|
|
if(user == O) //try to climb onto it
|
|
return ..()
|
|
if(!opened)
|
|
return
|
|
if(!isturf(O.loc))
|
|
return
|
|
|
|
var/actuallyismob = 0
|
|
if(isliving(O))
|
|
actuallyismob = 1
|
|
else if(!isitem(O))
|
|
return
|
|
var/turf/T = get_turf(src)
|
|
add_fingerprint(user)
|
|
user.visible_message(span_warning("[user] [actuallyismob ? "tries to ":""]stuff [O] into [src]."), \
|
|
span_warning("You [actuallyismob ? "try to ":""]stuff [O] into [src]."), \
|
|
span_hear("You hear clanging."))
|
|
if(actuallyismob)
|
|
if(do_after(user, 4 SECONDS, O))
|
|
user.visible_message(span_notice("[user] stuffs [O] into [src]."), \
|
|
span_notice("You stuff [O] into [src]."), \
|
|
span_hear("You hear a loud metal bang."))
|
|
var/mob/living/L = O
|
|
if(!issilicon(L))
|
|
L.Paralyze(40)
|
|
if(istype(src, /obj/structure/closet/supplypod/extractionpod))
|
|
O.forceMove(src)
|
|
else
|
|
O.forceMove(T)
|
|
close()
|
|
log_combat(user, O, "stuffed", addition = "inside of [src]")
|
|
else
|
|
O.forceMove(T)
|
|
return 1
|
|
|
|
/obj/structure/closet/relaymove(mob/living/user, direction)
|
|
if(user.stat || !isturf(loc))
|
|
return
|
|
if(locked)
|
|
if(message_cooldown <= world.time)
|
|
message_cooldown = world.time + 50
|
|
to_chat(user, span_warning("[src]'s door won't budge!"))
|
|
return
|
|
container_resist_act(user)
|
|
|
|
|
|
/obj/structure/closet/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.body_position == LYING_DOWN && get_dist(src, user) > 0)
|
|
return
|
|
|
|
if(toggle(user))
|
|
return
|
|
|
|
if(!opened)
|
|
togglelock(user)
|
|
|
|
/obj/structure/closet/attack_paw(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/closet/attack_robot(mob/user)
|
|
if(user.Adjacent(src))
|
|
return attack_hand(user)
|
|
|
|
/obj/structure/closet/attack_robot_secondary(mob/user, list/modifiers)
|
|
if(!user.Adjacent(src))
|
|
return SECONDARY_ATTACK_CONTINUE_CHAIN
|
|
togglelock(user)
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
// tk grab then use on self
|
|
/obj/structure/closet/attack_self_tk(mob/user)
|
|
if(attack_hand(user))
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
/obj/structure/closet/verb/verb_toggleopen()
|
|
set src in view(1)
|
|
set category = "Object"
|
|
set name = "Toggle Open"
|
|
|
|
if(!usr.can_perform_action(src) || !isturf(loc))
|
|
return
|
|
|
|
if(iscarbon(usr) || issilicon(usr) || isdrone(usr))
|
|
return toggle(usr)
|
|
else
|
|
to_chat(usr, span_warning("This mob type can't use this verb."))
|
|
|
|
// Objects that try to exit a locker by stepping were doing so successfully,
|
|
// and due to an oversight in turf/Enter() were going through walls. That
|
|
// should be independently resolved, but this is also an interesting twist.
|
|
/obj/structure/closet/Exit(atom/movable/leaving, direction)
|
|
open()
|
|
if(leaving.loc == src)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/structure/closet/container_resist_act(mob/living/user)
|
|
if(isstructure(loc))
|
|
relay_container_resist_act(user, loc)
|
|
if(opened)
|
|
return
|
|
if(ismovable(loc))
|
|
user.changeNext_move(CLICK_CD_BREAKOUT)
|
|
user.last_special = world.time + CLICK_CD_BREAKOUT
|
|
var/atom/movable/AM = loc
|
|
AM.relay_container_resist_act(user, src)
|
|
return
|
|
if(!welded && !locked)
|
|
open()
|
|
return
|
|
|
|
//okay, so the closet is either welded or locked... resist!!!
|
|
user.changeNext_move(CLICK_CD_BREAKOUT)
|
|
user.last_special = world.time + CLICK_CD_BREAKOUT
|
|
user.visible_message(span_warning("[src] begins to shake violently!"), \
|
|
span_notice("You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)"), \
|
|
span_hear("You hear banging from [src]."))
|
|
if(do_after(user,(breakout_time), target = src))
|
|
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
|
|
return
|
|
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
|
|
user.visible_message(span_danger("[user] successfully broke out of [src]!"),
|
|
span_notice("You successfully break out of [src]!"))
|
|
bust_open()
|
|
else
|
|
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
|
|
to_chat(user, span_warning("You fail to break out of [src]!"))
|
|
|
|
/obj/structure/closet/relay_container_resist_act(mob/living/user, obj/container)
|
|
container.container_resist_act()
|
|
|
|
|
|
/obj/structure/closet/proc/bust_open()
|
|
SIGNAL_HANDLER
|
|
welded = FALSE //applies to all lockers
|
|
locked = FALSE //applies to critter crates and secure lockers only
|
|
broken = TRUE //applies to secure lockers only
|
|
open(force = TRUE, special_effects = FALSE)
|
|
|
|
/obj/structure/closet/attack_hand_secondary(mob/user, modifiers)
|
|
. = ..()
|
|
|
|
if(!user.can_perform_action(src) || !isturf(loc))
|
|
return
|
|
|
|
if(!opened && secure)
|
|
togglelock(user)
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
/**
|
|
* returns TRUE if the closet is allowed to unlock
|
|
* * user: the player trying to unlock this closet
|
|
* * player_id: the id of the player trying to unlock this closet
|
|
* * registered_id: the id registered to this closet, null if no one registered
|
|
*/
|
|
/obj/structure/closet/proc/can_unlock(mob/living/user, obj/item/card/id/player_id, obj/item/card/id/registered_id)
|
|
if(isnull(registered_id))
|
|
return allowed(user)
|
|
return player_id == registered_id
|
|
|
|
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
|
|
if(!secure || broken)
|
|
return
|
|
|
|
if(locked) //only apply checks while unlocking else allow anyone to lock it
|
|
var/error_msg = ""
|
|
if(!isnull(id_card))
|
|
var/obj/item/card/id/registered_id = id_card.resolve()
|
|
if(!registered_id) //id was deleted at some point. make this closet public access again
|
|
name = initial(name)
|
|
desc = initial(desc)
|
|
id_card = null
|
|
req_access = list()
|
|
req_one_access = null
|
|
togglelock(user, silent)
|
|
return
|
|
if(!can_unlock(user, user.get_idcard(), registered_id))
|
|
error_msg = "not your locker!"
|
|
else if(!can_unlock(user, user.get_idcard()))
|
|
error_msg = "access denied!"
|
|
if(error_msg)
|
|
if(!silent)
|
|
balloon_alert(user, error_msg)
|
|
return
|
|
|
|
if(iscarbon(user))
|
|
add_fingerprint(user)
|
|
locked = !locked
|
|
user.visible_message(
|
|
span_notice("[user] [locked ? "locks" : "unlocks"] [src]."),
|
|
span_notice("You [locked ? "locked" : "unlocked"] [src]."),
|
|
)
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/emag_act(mob/user)
|
|
if(secure && !broken)
|
|
if(user)
|
|
user.visible_message(span_warning("Sparks fly from [src]!"),
|
|
span_warning("You scramble [src]'s lock, breaking it open!"),
|
|
span_hear("You hear a faint electrical spark."))
|
|
playsound(src, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
|
|
broken = TRUE
|
|
locked = FALSE
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
|
|
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
|
|
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
|
|
|
|
/obj/structure/closet/emp_act(severity)
|
|
. = ..()
|
|
if(. & EMP_PROTECT_SELF)
|
|
return
|
|
if (!(. & EMP_PROTECT_CONTENTS))
|
|
for(var/obj/O in src)
|
|
O.emp_act(severity)
|
|
if(secure && !broken && !(. & EMP_PROTECT_SELF))
|
|
if(prob(50 / severity))
|
|
locked = !locked
|
|
update_appearance()
|
|
if(prob(20 / severity) && !opened)
|
|
if(!locked)
|
|
open()
|
|
else
|
|
req_access = list()
|
|
req_access += pick(SSid_access.get_region_access_list(list(REGION_ALL_STATION)))
|
|
|
|
/obj/structure/closet/contents_explosion(severity, target)
|
|
switch(severity)
|
|
if(EXPLODE_DEVASTATE)
|
|
SSexplosions.high_mov_atom += contents
|
|
if(EXPLODE_HEAVY)
|
|
SSexplosions.med_mov_atom += contents
|
|
if(EXPLODE_LIGHT)
|
|
SSexplosions.low_mov_atom += contents
|
|
|
|
/obj/structure/closet/singularity_act()
|
|
dump_contents()
|
|
..()
|
|
|
|
/obj/structure/closet/AllowDrop()
|
|
return TRUE
|
|
|
|
/obj/structure/closet/return_temperature()
|
|
return
|
|
|
|
/obj/structure/closet/proc/locker_carbon(datum/source, mob/living/carbon/shover, mob/living/carbon/target, shove_blocked)
|
|
SIGNAL_HANDLER
|
|
if(!opened && (locked || welded)) //Yes this could be less code, no I don't care
|
|
return
|
|
if(!opened && !shove_blocked)
|
|
return
|
|
var/was_opened = opened
|
|
if(!toggle())
|
|
return
|
|
if(was_opened)
|
|
target.forceMove(src)
|
|
else
|
|
target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
|
|
update_icon()
|
|
if(target == shover)
|
|
target.visible_message(span_danger("[target.name] shoves [target.p_them()]self into [src]!"),
|
|
null,
|
|
span_hear("You hear shuffling followed by a loud thud!"), COMBAT_MESSAGE_RANGE, shover)
|
|
to_chat(shover, span_notice("You shove yourself into [src]!"))
|
|
else
|
|
target.visible_message(span_danger("[shover.name] shoves [target.name] into [src]!"),
|
|
span_userdanger("You're shoved into [src] by [shover.name]!"),
|
|
span_hear("You hear aggressive shuffling followed by a loud thud!"), COMBAT_MESSAGE_RANGE, shover)
|
|
to_chat(src, span_danger("You shove [target.name] into [src]!"))
|
|
log_combat(shover, target, "shoved", "into [src] (locker/crate)")
|
|
return COMSIG_CARBON_SHOVE_HANDLED
|
|
|
|
/// Signal proc for [COMSIG_ATOM_MAGICALLY_UNLOCKED]. Unlock and open up when we get knock casted.
|
|
/obj/structure/closet/proc/on_magic_unlock(datum/source, datum/action/cooldown/spell/aoe/knock/spell, mob/living/caster)
|
|
SIGNAL_HANDLER
|
|
|
|
locked = FALSE
|
|
INVOKE_ASYNC(src, PROC_REF(open))
|
|
|
|
/obj/structure/closet/preopen
|
|
opened = TRUE
|
|
|
|
#undef LOCKER_FULL
|