/obj/structure/closet/secure_closet/personal name = "personal closet" desc = "It's a secure locker for personnel. The first card swiped gains control." req_access = list(access_all_personal_lockers) var/registered_name = null /* //VOREStation Removal starts_with = list( /obj/item/radio/headset) */ /obj/structure/closet/secure_closet/personal/Initialize() /* //VOREStation Removal if(prob(50)) starts_with += /obj/item/storage/backpack else starts_with += /obj/item/storage/backpack/satchel/norm */ return ..() /obj/structure/closet/secure_closet/personal/patient name = "patient's closet" closet_appearance = /decl/closet_appearance/secure_closet/patient starts_with = list( /obj/item/clothing/under/medigown, /obj/item/clothing/under/color/white, /obj/item/clothing/shoes/white) /obj/structure/closet/secure_closet/personal/cabinet closet_appearance = /decl/closet_appearance/cabinet/secure open_sound = 'sound/effects/wooden_closet_open.ogg' close_sound = 'sound/effects/wooden_closet_close.ogg' starts_with = list( /obj/item/storage/backpack/satchel/withwallet, /obj/item/radio/headset ) /obj/structure/closet/secure_closet/personal/attackby(obj/item/W as obj, mob/user as mob) if (src.opened) if(istype(W, /obj/item/storage/laundry_basket)) return ..(W,user) if(istype(W, /obj/item/grab)) var/obj/item/grab/G = W if(large) MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet else to_chat(user, span_notice("The locker is too small to stuff [G.affecting] into!")) 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(loc) else if(W.GetID()) var/obj/item/card/id/I = W.GetID() if(src.broken) to_chat(user, span_warning("It appears to be broken.")) return if(!I || !I.registered_name) return if(src.allowed(user) || !src.registered_name || (istype(I) && (src.registered_name == I.registered_name))) //they can open all lockers, or nobody owns this, or they own this locker src.locked = !( src.locked ) if(!src.registered_name) src.registered_name = I.registered_name src.desc = "Owned by [I.registered_name]." else to_chat(user, span_warning("Access Denied")) else if(istype(W, /obj/item/melee/energy/blade)) if(emag_act(INFINITY, user, "The locker has been sliced open by [user] with \an [W]!", "You hear metal being sliced and sparks flying.")) var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, src.loc) spark_system.start() playsound(src, 'sound/weapons/blade1.ogg', 50, 1) playsound(src, "sparks", 50, 1) else to_chat(user, span_warning("Access Denied")) update_icon() /obj/structure/closet/secure_closet/personal/emag_act(var/remaining_charges, var/mob/user, var/visual_feedback, var/audible_feedback) if(!broken) broken = 1 locked = 0 desc = "It appears to be broken." update_icon() if(visual_feedback) visible_message(span_warning("[visual_feedback]"), span_warning("[audible_feedback]")) return 1 /obj/structure/closet/secure_closet/personal/verb/reset() set src in oview(1) // One square distance set category = "Object" set name = "Reset 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) if (src.locked || !src.registered_name) to_chat(usr, span_warning("You need to unlock it first.")) else if (src.broken) to_chat(usr, span_warning("It appears to be broken.")) else if (src.opened) if(!src.close()) return src.locked = 1 update_icon() src.registered_name = null src.desc = "It's a secure locker for personnel. The first card swiped gains control."