/obj/structure/closet/crate/secure var/tamper_proof = 0 /obj/structure/closet/crate/secure/bullet_act(var/obj/item/projectile/Proj) if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) return if(locked && tamper_proof && health <= Proj.damage) if(tamper_proof == 2) // Mainly used for events to prevent any chance of opening the box improperly. visible_message(span_bolddanger("The anti-tamper mechanism of [src] triggers an explosion!")) var/turf/T = get_turf(src.loc) explosion(T, 0, 0, 0, 1) // Non-damaging, but it'll alert security. qdel(src) return var/open_chance = rand(1,5) switch(open_chance) if(1) visible_message(span_bolddanger("The anti-tamper mechanism of [src] causes an explosion!")) var/turf/T = get_turf(src.loc) explosion(T, 0, 0, 0, 1) // Non-damaging, but it'll alert security. qdel(src) if(2 to 4) visible_message(span_boldwarning("The anti-tamper mechanism of [src] causes a small fire!")) for(var/atom/movable/A as mob|obj in src) // For every item in the box, we spawn a pile of ash. new /obj/effect/decal/cleanable/ash(src.loc) new /obj/fire(src.loc) qdel(src) if(5) visible_message(span_infoplain(span_green(span_bold("The anti-tamper mechanism of [src] fails!")))) return ..() return /obj/structure/closet/crate/medical/blood closet_appearance = /decl/closet_appearance/cart/biohazard/alt /obj/structure/closet/crate/fennec name = "fennec treats crate" desc = "A colorful crate filled with specialties catering to fennecs." icon = 'icons/obj/closets/bases/fencrate_vr.dmi' closet_appearance = /decl/closet_appearance/crate/fennec points_per_crate = 0