/obj/structure/closet/secure_closet/captains name = "Captain's Locker" req_access = list(access_captain) icon_state = "capsecure1" icon_closed = "capsecure" icon_locked = "capsecure1" icon_opened = "capsecureopen" icon_broken = "capsecurebroken" icon_off = "capsecureoff" New() sleep(2) if(prob(50)) new /obj/item/weapon/storage/backpack/captain(src) else new /obj/item/weapon/storage/backpack/satchel_cap(src) new /obj/item/clothing/suit/captunic(src) new /obj/item/clothing/head/helmet/cap(src) new /obj/item/clothing/under/rank/captain(src) new /obj/item/clothing/suit/armor/vest(src) new /obj/item/weapon/cartridge/captain(src) new /obj/item/clothing/head/helmet/swat(src) new /obj/item/clothing/shoes/brown(src) new /obj/item/device/radio/headset/heads/captain(src) new /obj/item/weapon/reagent_containers/food/drinks/flask(src) new /obj/item/clothing/gloves/captain(src) new /obj/item/weapon/gun/energy/gun(src) return /obj/structure/closet/secure_closet/hop name = "Head of Personnel's Locker" req_access = list(access_hop) icon_state = "hopsecure1" icon_closed = "hopsecure" icon_locked = "hopsecure1" icon_opened = "hopsecureopen" icon_broken = "hopsecurebroken" icon_off = "hopsecureoff" New() sleep(2) new /obj/item/clothing/under/rank/head_of_personnel(src) new /obj/item/clothing/suit/armor/vest(src) new /obj/item/clothing/head/helmet(src) new /obj/item/weapon/cartridge/hop(src) new /obj/item/device/radio/headset/heads/hop(src) new /obj/item/clothing/shoes/brown(src) new /obj/item/weapon/storage/id_kit(src) new /obj/item/weapon/storage/id_kit( src ) new /obj/item/device/flash(src) new /obj/item/clothing/glasses/sunglasses(src) return /obj/structure/closet/secure_closet/hos name = "Safety Administrator's Locker" req_access = list(access_hos) icon_state = "hossecure1" icon_closed = "hossecure" icon_locked = "hossecure1" icon_opened = "hossecureopen" icon_broken = "hossecurebroken" icon_off = "hossecureoff" New() sleep(2) new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/weapon/cartridge/hos(src) new /obj/item/device/radio/headset/heads/hos(src) new /obj/item/weapon/storage/lockbox/loyalty(src) new /obj/item/weapon/storage/flashbang_kit(src) new /obj/item/weapon/storage/belt/security(src) new /obj/item/device/flash(src) new /obj/item/weapon/melee/baton(src) new /obj/item/weapon/gun/energy/taser(src) new /obj/item/weapon/reagent_containers/spray/pepper(src) return /obj/structure/closet/secure_closet/warden name = "Correctional Advisor's Locker" req_access = list(access_armory) icon_state = "wardensecure1" icon_closed = "wardensecure" icon_locked = "wardensecure1" icon_opened = "wardensecureopen" icon_broken = "wardensecurebroken" icon_off = "wardensecureoff" New() sleep(2) new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/clothing/under/rank/advisor(src) new /obj/item/device/radio/headset/headset_sec(src) new /obj/item/clothing/glasses/sunglasses(src) new /obj/item/weapon/storage/flashbang_kit(src) new /obj/item/weapon/storage/belt/security(src) new /obj/item/weapon/reagent_containers/spray/pepper(src) new /obj/item/weapon/reagent_containers/spray/pepper(src) new /obj/item/weapon/melee/baton(src) return /obj/structure/closet/secure_closet/security name = "Crew Supervisor's Locker" req_access = list(access_security) icon_state = "sec1" icon_closed = "sec" icon_locked = "sec1" icon_opened = "secopen" icon_broken = "secbroken" icon_off = "secoff" New() sleep(2) new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/device/radio/headset/headset_sec(src) new /obj/item/weapon/storage/belt/security(src) new /obj/item/device/flash(src) new /obj/item/weapon/reagent_containers/spray/pepper(src) new /obj/item/weapon/reagent_containers/spray/pepper(src) new /obj/item/clothing/glasses/sunglasses(src) return /obj/structure/closet/secure_closet/detective name = "Detective's Cabinet" req_access = list(access_forensics_lockers) icon_state = "cabinetdetective_locked" icon_closed = "cabinetdetective" icon_locked = "cabinetdetective_locked" icon_opened = "cabinetdetective_open" icon_broken = "cabinetdetective_broken" icon_off = "cabinetdetective_broken" New() sleep(2) new /obj/item/clothing/under/det(src) new /obj/item/clothing/suit/armor/det_suit(src) new /obj/item/clothing/suit/det_suit(src) new /obj/item/clothing/gloves/black(src) new /obj/item/clothing/head/det_hat(src) new /obj/item/clothing/shoes/brown(src) new /obj/item/device/radio/headset/headset_sec(src) new /obj/item/weapon/cartridge/detective(src) new /obj/item/weapon/clipboard(src) new /obj/item/device/detective_scanner(src) new /obj/item/weapon/storage/box/evidence(src) return /obj/structure/closet/secure_closet/detective/update_icon() if(broken) icon_state = icon_broken else if(!opened) if(locked) icon_state = icon_locked else icon_state = icon_closed else icon_state = icon_opened /obj/structure/closet/secure_closet/injection name = "Lethal Injections" req_access = list(access_hos) New() sleep(2) new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src) new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src) return /obj/structure/closet/secure_closet/brig name = "Brig Locker" req_access = list(access_brig) anchored = 1 New() new /obj/item/clothing/under/color/orange( src ) new /obj/item/clothing/shoes/orange( src ) return /obj/structure/closet/secure_closet/courtroom name = "Courtroom Locker" req_access = list(access_court) New() sleep(2) new /obj/item/clothing/shoes/brown(src) new /obj/item/weapon/paper/Court (src) new /obj/item/weapon/paper/Court (src) new /obj/item/weapon/paper/Court (src) new /obj/item/weapon/pen (src) new /obj/item/clothing/suit/judgerobe (src) new /obj/item/clothing/head/powdered_wig (src) new /obj/item/weapon/storage/briefcase(src) return /obj/structure/closet/secure_closet/wall name = "wall locker" req_access = list(access_security) icon_state = "wall-locker1" density = 1 icon_closed = "wall-locker" icon_locked = "wall-locker1" icon_opened = "wall-lockeropen" icon_broken = "wall-lockerbroken" icon_off = "wall-lockeroff" //too small to put a man in large = 0 /obj/structure/closet/secure_closet/wall/update_icon() if(broken) icon_state = icon_broken else if(!opened) if(locked) icon_state = icon_locked else icon_state = icon_closed else icon_state = icon_opened