//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /obj/structure/closet/crate name = "crate" desc = "A rectangular steel crate." icon = 'icons/obj/storage.dmi' icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" climbable = 1 // mouse_drag_pointer = MOUSE_ACTIVE_POINTER //??? var/rigged = 0 /obj/structure/closet/crate/can_open() return 1 /obj/structure/closet/crate/can_close() return 1 /obj/structure/closet/crate/open() if(src.opened) return 0 if(!src.can_open()) return 0 if(rigged && locate(/obj/item/device/radio/electropack) in src) if(isliving(usr)) var/mob/living/L = usr if(L.electrocute_act(17, src)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() if(usr.stunned) return 2 playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3) for(var/obj/O in src) O.forceMove(get_turf(src)) icon_state = icon_opened src.opened = 1 if(climbable) structure_shaken() return 1 /obj/structure/closet/crate/close() if(!src.opened) return 0 if(!src.can_close()) return 0 playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3) var/itemcount = 0 for(var/obj/O in get_turf(src)) if(itemcount >= storage_capacity) break if(O.density || O.anchored || istype(O,/obj/structure/closet)) continue if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs. var/obj/structure/bed/B = O if(B.buckled_mob) continue O.forceMove(src) itemcount++ icon_state = icon_closed src.opened = 0 return 1 /obj/structure/closet/crate/attackby(obj/item/weapon/W as obj, mob/user as mob) if(opened) if(isrobot(user)) return if(W.loc != user) // This should stop mounted modules ending up outside the module. return user.drop_item() if(W) W.forceMove(src.loc) else if(istype(W, /obj/item/weapon/packageWrap)) return else if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(rigged) user << "[src] is already rigged!" return if (C.use(1)) user << "You rig [src]." rigged = 1 return else if(istype(W, /obj/item/device/radio/electropack)) if(rigged) user << "You attach [W] to [src]." user.drop_item() W.forceMove(src) return else if(istype(W, /obj/item/weapon/wirecutters)) if(rigged) user << "You cut away the wiring." playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) rigged = 0 return else return attack_hand(user) /obj/structure/closet/crate/ex_act(severity) switch(severity) if(1.0) for(var/obj/O in src.contents) qdel(O) qdel(src) return if(2.0) for(var/obj/O in src.contents) if(prob(50)) qdel(O) qdel(src) return if(3.0) if (prob(50)) qdel(src) return else return /obj/structure/closet/crate/secure desc = "A secure crate." name = "Secure crate" icon_state = "securecrate" icon_opened = "securecrateopen" icon_closed = "securecrate" var/redlight = "securecrater" var/greenlight = "securecrateg" var/sparks = "securecratesparks" var/emag = "securecrateemag" var/broken = 0 var/locked = 1 /obj/structure/closet/crate/secure/New() ..() if(locked) overlays.Cut() overlays += redlight else overlays.Cut() overlays += greenlight /obj/structure/closet/crate/secure/can_open() return !locked /obj/structure/closet/crate/secure/proc/togglelock(mob/user as mob) if(src.opened) user << "Close the crate first." return if(src.broken) user << "The crate appears to be broken." return if(src.allowed(user)) set_locked(!locked, user) else user << "Access Denied" /obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null) if(locked == newlocked) return locked = newlocked if(user) for(var/mob/O in viewers(user, 3)) O.show_message( "The crate has been [locked ? null : "un"]locked by [user].", 1) overlays.Cut() overlays += locked ? redlight : greenlight /obj/structure/closet/crate/secure/verb/verb_togglelock() set src in oview(1) // One square distance set category = "Object" set name = "Toggle Lock" if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain return if(ishuman(usr)) src.add_fingerprint(usr) src.togglelock(usr) else usr << "This mob type can't use this verb." /obj/structure/closet/crate/secure/attack_hand(mob/user as mob) src.add_fingerprint(user) if(locked) src.togglelock(user) else src.toggle(user) /obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob) if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/wirecutters))) return ..() if(istype(W, /obj/item/weapon/melee/energy/blade)) emag_act(INFINITY, user) if(!opened) src.togglelock(user) return return ..() /obj/structure/closet/crate/secure/emag_act(var/remaining_charges, var/mob/user) if(!broken) overlays.Cut() overlays += emag overlays += sparks spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface* playsound(src.loc, "sparks", 60, 1) src.locked = 0 src.broken = 1 user << "You unlock \the [src]." return 1 /obj/structure/closet/crate/secure/emp_act(severity) for(var/obj/O in src) O.emp_act(severity) if(!broken && !opened && prob(50/severity)) if(!locked) src.locked = 1 overlays.Cut() overlays += redlight else overlays.Cut() overlays += emag overlays += sparks spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface* playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1) src.locked = 0 if(!opened && prob(20/severity)) if(!locked) open() else src.req_access = list() src.req_access += pick(get_all_station_access()) ..() /obj/structure/closet/crate/plastic name = "plastic crate" desc = "A rectangular plastic crate." icon_state = "plasticcrate" icon_opened = "plasticcrateopen" icon_closed = "plasticcrate" /obj/structure/closet/crate/internals name = "internals crate" desc = "A internals crate." icon_state = "o2crate" icon_opened = "o2crateopen" icon_closed = "o2crate" /obj/structure/closet/crate/trashcart name = "trash cart" desc = "A heavy, metal trashcart with wheels." icon_state = "trashcart" icon_opened = "trashcartopen" icon_closed = "trashcart" /*these aren't needed anymore /obj/structure/closet/crate/hat desc = "A crate filled with Valuable Collector's Hats!." name = "Hat Crate" icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" /obj/structure/closet/crate/contraband name = "Poster crate" desc = "A random assortment of posters manufactured by providers NOT listed under Nanotrasen's whitelist." icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" */ /obj/structure/closet/crate/medical name = "medical crate" desc = "A medical crate." icon_state = "medicalcrate" icon_opened = "medicalcrateopen" icon_closed = "medicalcrate" /obj/structure/closet/crate/rcd name = "\improper RCD crate" desc = "A crate with rapid construction device." icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" /obj/structure/closet/crate/rcd/New() ..() new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd(src) /obj/structure/closet/crate/solar name = "solar pack crate" /obj/structure/closet/crate/solar/New() ..() new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/weapon/circuitboard/solar_control(src) new /obj/item/weapon/tracker_electronics(src) new /obj/item/weapon/paper/solar(src) /obj/structure/closet/crate/freezer name = "freezer" desc = "A freezer." icon_state = "freezer" icon_opened = "freezeropen" icon_closed = "freezer" var/target_temp = T0C - 40 var/cooling_power = 40 return_air() var/datum/gas_mixture/gas = (..()) if(!gas) return null var/datum/gas_mixture/newgas = new/datum/gas_mixture() newgas.copy_from(gas) if(newgas.temperature <= target_temp) return if((newgas.temperature - cooling_power) > target_temp) newgas.temperature -= cooling_power else newgas.temperature = target_temp return newgas /obj/structure/closet/crate/freezer/rations //Fpr use in the escape shuttle name = "emergency rations" desc = "A crate of emergency rations." /obj/structure/closet/crate/freezer/rations/New() ..() new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) /obj/structure/closet/crate/bin name = "large bin" desc = "A large bin." icon_state = "largebin" icon_opened = "largebinopen" icon_closed = "largebin" /obj/structure/closet/crate/radiation name = "radioactive gear crate" desc = "A crate with a radiation sign on it." icon_state = "radiation" icon_opened = "radiationopen" icon_closed = "radiation" /obj/structure/closet/crate/radiation/New() ..() new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) /obj/structure/closet/crate/secure/weapon name = "weapons crate" desc = "A secure weapons crate." icon_state = "weaponcrate" icon_opened = "weaponcrateopen" icon_closed = "weaponcrate" /obj/structure/closet/crate/secure/phoron name = "phoron crate" desc = "A secure phoron crate." icon_state = "phoroncrate" icon_opened = "phoroncrateopen" icon_closed = "phoroncrate" /obj/structure/closet/crate/secure/gear name = "gear crate" desc = "A secure gear crate." icon_state = "secgearcrate" icon_opened = "secgearcrateopen" icon_closed = "secgearcrate" /obj/structure/closet/crate/secure/hydrosec name = "secure hydroponics crate" desc = "A crate with a lock on it, painted in the scheme of the station's botanists." icon_state = "hydrosecurecrate" icon_opened = "hydrosecurecrateopen" icon_closed = "hydrosecurecrate" /obj/structure/closet/crate/secure/bin name = "secure bin" desc = "A secure bin." icon_state = "largebins" icon_opened = "largebinsopen" icon_closed = "largebins" redlight = "largebinr" greenlight = "largebing" sparks = "largebinsparks" emag = "largebinemag" /obj/structure/closet/crate/large name = "large crate" desc = "A hefty metal crate." icon = 'icons/obj/storage.dmi' icon_state = "largemetal" icon_opened = "largemetalopen" icon_closed = "largemetal" /obj/structure/closet/crate/large/close() . = ..() if (.)//we can hold up to one large item var/found = 0 for(var/obj/structure/S in src.loc) if(S == src) continue if(!S.anchored) found = 1 S.forceMove(src) break if(!found) for(var/obj/machinery/M in src.loc) if(!M.anchored) M.forceMove(src) break return /obj/structure/closet/crate/secure/large name = "large crate" desc = "A hefty metal crate with an electronic locking system." icon = 'icons/obj/storage.dmi' icon_state = "largemetal" icon_opened = "largemetalopen" icon_closed = "largemetal" redlight = "largemetalr" greenlight = "largemetalg" /obj/structure/closet/crate/secure/large/close() . = ..() if (.)//we can hold up to one large item var/found = 0 for(var/obj/structure/S in src.loc) if(S == src) continue if(!S.anchored) found = 1 S.forceMove(src) break if(!found) for(var/obj/machinery/M in src.loc) if(!M.anchored) M.forceMove(src) break return //fluff variant /obj/structure/closet/crate/secure/large/reinforced desc = "A hefty, reinforced metal crate with an electronic locking system." icon_state = "largermetal" icon_opened = "largermetalopen" icon_closed = "largermetal" /obj/structure/closet/crate/hydroponics name = "hydroponics crate" desc = "All you need to destroy those pesky weeds and pests." icon_state = "hydrocrate" icon_opened = "hydrocrateopen" icon_closed = "hydrocrate" /obj/structure/closet/crate/hydroponics/prespawned //This exists so the prespawned hydro crates spawn with their contents. New() ..() new /obj/item/weapon/reagent_containers/spray/plantbgone(src) new /obj/item/weapon/reagent_containers/spray/plantbgone(src) new /obj/item/weapon/material/minihoe(src) // new /obj/item/weapon/weedspray(src) // new /obj/item/weapon/weedspray(src) // new /obj/item/weapon/pestspray(src) // new /obj/item/weapon/pestspray(src) // new /obj/item/weapon/pestspray(src)