/obj/structure/closet/secure_closet/engineering_chief name = "chief engineer's locker" req_access = list(access_ce) closet_appearance = /decl/closet_appearance/secure_closet/engineering/ce starts_with = list( /obj/item/clothing/accessory/storage/brown_vest, /obj/item/areaeditor/blueprints, /obj/item/wire_reader, ///obj/item/clamp, //VOREStation Removal: without leaks those are pointless, ///obj/item/clamp, //VOREStation Removal: without leaks those are pointless, /obj/item/clothing/under/rank/chief_engineer, /obj/item/clothing/under/rank/chief_engineer/skirt, /obj/item/clothing/under/rank/neo_chiefengi, /obj/item/clothing/under/rank/neo_chiefengi_skirt, /obj/item/clothing/under/rank/neo_ce_gorka, /obj/item/clothing/head/hardhat/white, ///obj/item/clothing/head/welding, //VOREStation Removal: Locker bloat, grr. They get fancy goggles or can raid the welding supplies locker for one of these. /obj/item/clothing/gloves/heavy_engineer, //VOREStation Edit: chief gets the good shit /obj/item/clothing/shoes/brown, /obj/item/weapon/cartridge/ce, /obj/item/device/radio/headset/heads/ce, /obj/item/device/radio/headset/heads/ce/alt, /obj/item/weapon/storage/toolbox/mechanical, /obj/item/clothing/suit/storage/hazardvest, ///obj/item/clothing/mask/gas, //VOREStation Removal: Locker bloat, grr. The fancy one below functions as a mask & helmet combined. /obj/item/clothing/head/hardhat/firefighter/chief, //VOREStation Add: replaces the bog-standard gas mask ///obj/item/device/multitool, //VOREStation Removal: The belt they get, both standard and the fancy one, both come with one already, why stick another in here too? /obj/item/weapon/storage/belt/utility/chief/full, /obj/item/device/flash, /obj/item/device/t_scanner/upgraded, /obj/item/taperoll/engineering, ///obj/item/clothing/suit/storage/hooded/wintercoat/engineering, //VOREStation Removal: Locker bloat, grr. They can grab from the engi-clothes vendor if they want the standard one. /obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce, ///obj/item/clothing/shoes/boots/winter/engineering, //VOREStation Removal: Locker bloat, grr. As above. /obj/item/clothing/head/beret/engineering/ce, /obj/item/clothing/head/beret/engineering/ce/white, /obj/item/weapon/tank/emergency/oxygen/double, //VOREStation Edit: chief gets the good shit /obj/item/weapon/reagent_containers/spray/windowsealant, //VOREStation Add, /obj/item/weapon/pipe_dispenser) //YW Add /obj/structure/closet/secure_closet/engineering_chief/Initialize() if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/industrial else starts_with += /obj/item/weapon/storage/backpack/satchel/eng if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/dufflebag/eng return ..() /obj/structure/closet/secure_closet/engineering_electrical name = "electrical supplies" req_access = list(access_engine_equip) closet_appearance = /decl/closet_appearance/secure_closet/engineering/electrical starts_with = list( /obj/item/clothing/gloves/yellow = 2, /obj/item/weapon/storage/toolbox/electrical = 3, /obj/item/weapon/module/power_control = 3, /obj/item/device/multitool = 3) /obj/structure/closet/secure_closet/engineering_electrical/double starts_with = list( /obj/item/clothing/gloves/yellow = 4, /obj/item/weapon/storage/toolbox/electrical = 6, /obj/item/weapon/module/power_control = 6, /obj/item/device/multitool = 6) /obj/structure/closet/secure_closet/engineering_welding name = "welding supplies" req_access = list(access_construction) closet_appearance = /decl/closet_appearance/secure_closet/engineering/welding starts_with = list( /obj/item/clothing/head/welding = 3, /obj/item/weapon/weldingtool/largetank = 3, /obj/item/weapon/weldpack = 3, /obj/item/clothing/glasses/welding = 3) /obj/structure/closet/secure_closet/engineering_welding/double starts_with = list( /obj/item/clothing/head/welding = 6, /obj/item/weapon/weldingtool/largetank = 6, /obj/item/weapon/weldpack = 6, /obj/item/clothing/glasses/welding = 6) /obj/structure/closet/secure_closet/engineering_personal name = "engineer's locker" req_access = list(access_engine_equip) closet_appearance = /decl/closet_appearance/secure_closet/engineering starts_with = list( /obj/item/clothing/accessory/storage/brown_vest, /obj/item/weapon/storage/toolbox/mechanical, /obj/item/device/radio/headset/headset_eng, /obj/item/device/radio/headset/headset_eng/alt, /obj/item/clothing/suit/storage/hazardvest, /obj/item/clothing/mask/gas, /obj/item/clothing/glasses/meson, /obj/item/weapon/cartridge/engineering, /obj/item/taperoll/engineering, /obj/item/clothing/head/hardhat, /obj/item/clothing/suit/storage/hooded/wintercoat/engineering, /obj/item/clothing/shoes/boots/winter/engineering, /obj/item/weapon/tank/emergency/oxygen/engi, /obj/item/weapon/storage/belt/utility, //VOREStation Add /obj/item/weapon/reagent_containers/spray/windowsealant, //VOREStation Add /obj/item/areaeditor/blueprints/engineers) //VOREStation Add /obj/structure/closet/secure_closet/engineering_personal/Initialize() if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/industrial else starts_with += /obj/item/weapon/storage/backpack/satchel/eng if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/dufflebag/eng return ..() /obj/structure/closet/secure_closet/atmos_personal name = "technician's locker" req_access = list(access_atmospherics) closet_appearance = /decl/closet_appearance/secure_closet/engineering/atmos starts_with = list( /obj/item/clothing/accessory/storage/brown_vest, /obj/item/clothing/suit/fire/heavy, /obj/item/clothing/head/hardhat/firefighter/atmos, /obj/item/device/flashlight, /obj/item/weapon/extinguisher/atmo, ///obj/item/clamp, //VOREStation Removal: without leaks those are pointless, /obj/item/device/radio/headset/headset_eng, /obj/item/device/radio/headset/headset_eng/alt, /obj/item/clothing/suit/storage/hazardvest/atmos, //VOREStation edit. Eng locker gets regular haz-vest, atmos gets the themed one of their own /obj/item/clothing/mask/gas, /obj/item/weapon/cartridge/atmos, /obj/item/taperoll/atmos, /obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos, /obj/item/clothing/shoes/boots/winter/atmos, /obj/item/weapon/tank/emergency/oxygen/engi, /obj/item/weapon/storage/belt/utility/atmostech) //VOREStation edit. They don't get a toolbox to fill it from, so why not give a spare one that's full already? /obj/structure/closet/secure_closet/atmos_personal/Initialize() if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/industrial else starts_with += /obj/item/weapon/storage/backpack/satchel/eng if(prob(50)) starts_with += /obj/item/weapon/storage/backpack/dufflebag/eng return ..()