mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
771 lines
20 KiB
Plaintext
771 lines
20 KiB
Plaintext
/obj/closet
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desc = "It's a closet!"
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name = "Closet"
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icon = 'closet.dmi'
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icon_state = "closed"
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density = 1
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = 0
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var/welded = 0
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var/wall_mounted = 0 //never solid (You can always pass over it)
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flags = FPRINT
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/obj/spresent
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desc = "It's a ... present?"
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name = "strange present"
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icon = 'items.dmi'
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icon_state = "strangepresent"
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density = 1
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anchored = 0
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/obj/closet/gmcloset
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desc = "A bulky (yet mobile) closet. Comes with formal clothes"
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name = "Formal closet"
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/obj/closet/emcloset
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desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
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name = "Emergency Closet"
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icon_state = "emergency"
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icon_closed = "emergency"
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icon_opened = "emergencyopen"
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/obj/closet/firecloset
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desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
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name = "Fire Closet"
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icon_state = "firecloset"
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icon_closed = "firecloset"
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icon_opened = "fireclosetopen"
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/obj/closet/hydrant //wall mounted fire closet
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anchored = 1
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desc = "A wall mounted closet which comes with supplies to fight fire."
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name = "Fire Closet"
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icon_state = "hydrant"
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icon_closed = "hydrant"
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icon_opened = "hydrant_open"
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wall_mounted = 1
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/obj/closet/medical_wall //wall mounted medical closet
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anchored = 1
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desc = "A wall mounted closet which should have some first aid."
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name = "First Aid Closet"
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icon_state = "medical_wall"
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icon_closed = "medical_wall"
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icon_opened = "medical_wall_open"
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wall_mounted = 1
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/obj/closet/fireaxecabinet
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name = "Fire Axe Cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/fireaxe/FIREAXE = new/obj/item/weapon/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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var/hasaxe = 0 //gonna come in handy later~
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if(FIREAXE)
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hasaxe = 1
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if (isrobot(usr) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "\red Resetting circuitry..."
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playsound(user, 'lockreset.ogg', 50, 1)
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sleep(50) // Sleeping time~
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src.locked = 0
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user << "\blue You disable the locking modules."
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update_icon()
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return
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if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(src.smashed)
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return
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else
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playsound(user, 'Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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user << "\blue The cabinet's protective glass glances off the hit."
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/fireaxe) && src.localopened)
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if(!FIREAXE)
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if(O.wielded)
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user << "\red Unwield the axe first."
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return
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FIREAXE = O
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user.drop_item(O)
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src.contents += O
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user << "\blue You place the fire axe back in the [src.name]."
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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user << "\red Resetting circuitry..."
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sleep(50)
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src.locked = 1
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user << "\blue You re-enable the locking modules."
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playsound(user, 'lockenable.ogg', 50, 1)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(FIREAXE)
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hasaxe = 1
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if(src.locked)
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user <<"\red The cabinet won't budge!"
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return
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if(localopened)
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if(FIREAXE)
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user.put_in_hand(FIREAXE)
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FIREAXE = null
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user << "\blue You take the fire axe from the [name]."
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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usr << "\red The cabinet won't budge!"
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else if(src.smashed)
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usr << "\blue The protective glass is broken!"
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return
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localopened = !localopened
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update_icon()
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verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(FIREAXE)
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usr.put_in_hand(FIREAXE)
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FIREAXE = null
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usr << "\blue You take the Fire axe from the [name]."
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else
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usr << "\blue The [src.name] is empty."
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else
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usr << "\blue The [src.name] is closed."
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update_icon()
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attack_paw(mob/user as mob)
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attack_hand(user)
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return
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attack_ai(mob/user as mob)
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if(src.smashed)
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user << "\red The security of the cabinet is compromised."
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return
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else
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locked = !locked
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if(locked)
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user << "\red Cabinet locked."
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else
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user << "\blue Cabinet unlocked."
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return
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update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(FIREAXE)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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open()
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return
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close()
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return
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/obj/closet/toolcloset
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desc = "A bulky (yet mobile) closet. Contains tools."
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name = "Tool Closet"
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icon_state = "toolcloset"
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icon_closed = "toolcloset"
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icon_opened = "toolclosetopen"
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/obj/closet/jcloset
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desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and biohazard gear."
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name = "Custodial Closet"
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/obj/closet/lawcloset
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desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
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name = "Legal Closet"
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/obj/closet/coffin
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desc = "A burial receptacle for the dearly departed."
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name = "coffin"
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icon_state = "coffin"
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icon_closed = "coffin"
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icon_opened = "coffin_open"
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/obj/closet/bombcloset
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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name = "EOD closet"
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icon_state = "bombsuit"
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icon_closed = "bombsuit"
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icon_opened = "bombsuitopen"
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/obj/closet/bombclosetsecurity
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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name = "EOD closet"
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icon_state = "bombsuitsec"
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icon_closed = "bombsuitsec"
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icon_opened = "bombsuitsecopen"
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/obj/closet/l3closet
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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name = "Level 3 Biohazard Suit"
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icon_state = "bio"
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icon_closed = "bio"
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icon_opened = "bioopen"
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/obj/closet/l3closet/general
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icon_state = "bio_general"
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icon_closed = "bio_general"
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icon_opened = "bio_generalopen"
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/obj/closet/l3closet/virology
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icon_state = "bio_virology"
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icon_closed = "bio_virology"
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icon_opened = "bio_virologyopen"
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/obj/closet/l3closet/security
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icon_state = "bio_security"
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icon_closed = "bio_security"
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icon_opened = "bio_securityopen"
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/obj/closet/l3closet/janitor
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icon_state = "bio_janitor"
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icon_closed = "bio_janitor"
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icon_opened = "bio_janitoropen"
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/obj/closet/l3closet/scientist
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icon_state = "bio_scientist"
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icon_closed = "bio_scientist"
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icon_opened = "bio_scientistopen"
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/obj/closet/syndicate
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desc = "Why is this here?"
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name = "Weapons Closet"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/closet/syndicate/personal
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desc = "Gear preperations closet."
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/obj/closet/syndicate/nuclear
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desc = "Nuclear preperations closet."
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// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
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/obj/closet/extinguisher
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name = "Extinguisher closet"
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var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
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icon_state = "extinguisher10"
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icon_opened = "extinguisher11"
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icon_closed = "extinguisher10"
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opened = 1
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var/localopened = 1
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desc = "Sure was nice of CentCom to install these everywhere. Foam in them would have been nicer."
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anchored = 1
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open()
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return
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close()
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return
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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//..() don't want it to behave like a normal closet.
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if (isrobot(usr))
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return
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if (istype(O, /obj/item/weapon/extinguisher))
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if(!EXTINGUISHER)
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user.drop_item(O)
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src.contents += O
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EXTINGUISHER = O
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user << "\blue You place the extinguisher in the [src.name]."
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else
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localopened = !localopened
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else
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localopened = !localopened
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update_icon()
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attack_hand(mob/user as mob)
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if(localopened)
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if(EXTINGUISHER)
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user.put_in_hand(EXTINGUISHER)
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EXTINGUISHER = null
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user << "\blue You take the extinguisher from the [name]."
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else
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localopened = !localopened
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else
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localopened = !localopened
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update_icon()
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verb/toggle_openness() //nice name, huh? HUH?!
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr))
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return
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localopened = !localopened
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update_icon()
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verb/remove_extinguisher()
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set name = "Remove Extinguisher"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(EXTINGUISHER)
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usr.put_in_hand(EXTINGUISHER)
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EXTINGUISHER = null
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usr << "\blue You take the extinguisher from the [name]."
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else
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usr << "\blue The [name] is empty."
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else
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usr << "\blue The [name] is closed."
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update_icon()
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attack_paw(mob/user as mob)
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attack_hand(user)
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return
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attack_ai(mob/user as mob)
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return
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update_icon()
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var/hasextinguisher = 0
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if(EXTINGUISHER)
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hasextinguisher = 1
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icon_state = text("extinguisher[][]",hasextinguisher,src.localopened)
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/obj/closet/gimmick
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name = "Administrative Supply Closet"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Closet of things that have no right being here."
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anchored = 0
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/obj/closet/gimmick/russian
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name = "Russian Surplus"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Russian Surplus Closet"
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/obj/closet/gimmick/tacticool
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name = "Tacticool Gear"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Tacticool Gear Closet"
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// Ending of my edit. ~Sillazi
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/obj/closet/thunderdome
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet."
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anchored = 1
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/obj/closet/thunderdome/tdred
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet."
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/obj/closet/thunderdome/tdgreen
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desc = "Everything you need!"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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name = "Thunderdome closet."
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/obj/closet/malf/suits
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desc = "Gear preparations closet."
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/closet/wardrobe
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desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
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name = "Wardrobe"
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icon_state = "blue"
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icon_closed = "blue"
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/obj/closet/wardrobe/black
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name = "Black Wardrobe"
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desc = "This contains clothes which appears to be black."
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icon_state = "black"
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icon_closed = "black"
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/obj/closet/wardrobe/chaplain_black
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name = "Chaplain Wardrobe"
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desc = "Closet of chaplain clothes. Looks meh."
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icon_state = "black"
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icon_closed = "black"
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/obj/closet/wardrobe/green
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name = "Green Wardrobe"
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desc = "Green is the new green."
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icon_state = "green"
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icon_closed = "green"
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/obj/closet/wardrobe/mixed
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name = "Mixed Wardrobe"
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desc = "This appears to contain two different sets of clothing."
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icon_state = "mixed"
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icon_closed = "mixed"
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/obj/closet/wardrobe/orange
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name = "Prisoners Wardrobe"
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desc = "Prisoners now wear orange. The Security Officers kept thinking the Mime was an escapee."
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icon_state = "orange"
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icon_closed = "orange"
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/obj/closet/wardrobe/pink
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name = "Pink Wardrobe"
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desc = "Closet of of soft clothing."
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icon_state = "pink"
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|
icon_closed = "pink"
|
|
|
|
/obj/closet/wardrobe/red
|
|
name = "Red Wardrobe"
|
|
desc = "This closer appears to contain clothing which are red."
|
|
icon_state = "red"
|
|
icon_closed = "red"
|
|
|
|
/obj/closet/wardrobe/forensics_red
|
|
name = "Forensics Wardrobe"
|
|
desc = "Used by your local Forensics."
|
|
icon_state = "red"
|
|
icon_closed = "red"
|
|
|
|
|
|
/obj/closet/wardrobe/white
|
|
name = "White Wardrobe"
|
|
desc = "Basic plain white clothing. Boring..."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
/obj/closet/wardrobe/toxins_white
|
|
name = "Toxins Wardrobe"
|
|
desc = "Clothes for toxins."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
/obj/closet/wardrobe/genetics_white
|
|
name = "Genetics Wardrobe"
|
|
desc = "Clothes for genetics. They will need this when they are human."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
|
|
/obj/closet/wardrobe/yellow
|
|
name = "Yellow Wardrobe"
|
|
desc = "Basic yellow clothing."
|
|
icon_state = "wardrobe-y"
|
|
icon_closed = "wardrobe-y"
|
|
|
|
/obj/closet/wardrobe/engineering_yellow
|
|
name = "Engineering Wardrobe"
|
|
desc = "The yellow Engineers loves."
|
|
icon_state = "yellow"
|
|
icon_closed = "yellow"
|
|
|
|
/obj/closet/wardrobe/atmospherics_yellow
|
|
name = "Atmospherics Wardrobe"
|
|
desc = "Clothing for the most dangerous job."
|
|
icon_state = "yellow"
|
|
icon_closed = "yellow"
|
|
|
|
|
|
/obj/closet/wardrobe/grey
|
|
name = "Grey Wardrobe"
|
|
desc = "This contains the clothing of the Grey Shirts."
|
|
icon_state = "grey"
|
|
icon_closed = "grey"
|
|
|
|
|
|
/obj/secure_closet
|
|
desc = "An immobile card-locked storage closet."
|
|
name = "Security Locker"
|
|
icon = 'closet.dmi'
|
|
icon_state = "secure1"
|
|
density = 1
|
|
var/opened = 0
|
|
var/locked = 1
|
|
var/broken = 0
|
|
var/large = 1
|
|
var/icon_closed = "secure"
|
|
var/icon_locked = "secure1"
|
|
var/icon_opened = "secureopen"
|
|
var/icon_broken = "securebroken"
|
|
var/icon_off = "secureoff"
|
|
var/wall_mounted = 0 //never solid (You can always pass over it)
|
|
|
|
/obj/secure_closet/courtroom
|
|
name = "Courtroom Locker"
|
|
req_access = list(access_court)
|
|
|
|
/obj/secure_closet/animal
|
|
name = "Animal Control"
|
|
req_access = list(access_medical)
|
|
|
|
/obj/secure_closet/brig
|
|
name = "Brig Locker"
|
|
req_access = list(access_brig)
|
|
var/id = null
|
|
|
|
/obj/secure_closet/highsec
|
|
name = "Head of Personnel"
|
|
req_access = list(access_hop)
|
|
|
|
/obj/secure_closet/hos
|
|
name = "Head Of Security"
|
|
req_access = list(access_hos)
|
|
|
|
/obj/secure_closet/injection
|
|
name = "Lethal Injections"
|
|
req_access = list(access_hos)
|
|
|
|
/obj/secure_closet/captains
|
|
name = "Captain's Closet"
|
|
req_access = list(access_captain)
|
|
|
|
/obj/secure_closet/medical1
|
|
name = "Medicine Closet"
|
|
desc = "Filled with medical junk."
|
|
icon_state = "medical1"
|
|
icon_closed = "medical"
|
|
icon_locked = "medical1"
|
|
icon_opened = "medicalopen"
|
|
icon_broken = "medicalbroken"
|
|
icon_off = "medical1"
|
|
req_access = list(access_medical)
|
|
|
|
/obj/secure_closet/chemical
|
|
name = "Chemical Closet"
|
|
desc = "Store dangerous chemicals in here. This closet is full of cobwebs."
|
|
icon_state = "medical1"
|
|
icon_closed = "medical"
|
|
icon_locked = "medical1"
|
|
icon_opened = "medicalopen"
|
|
icon_broken = "medicalbroken"
|
|
icon_off = "medical1"
|
|
req_access = list(access_medical)
|
|
|
|
/obj/secure_closet/medical2
|
|
name = "Anesthetic"
|
|
desc = "Used to knock people out, but who uses this trash?"
|
|
icon_state = "medical1"
|
|
icon_closed = "medical"
|
|
icon_locked = "medical1"
|
|
icon_opened = "medicalopen"
|
|
icon_broken = "medicalbroken"
|
|
icon_off = "medical1"
|
|
req_access = list(access_medical)
|
|
|
|
/obj/secure_closet/medical3
|
|
name = "Medical Doctor's Locker"
|
|
req_access = list(access_medical)
|
|
|
|
/obj/secure_closet/medical_wall
|
|
anchored = 1
|
|
name = "First Aid Closet"
|
|
desc = "A wall mounted closet which --should-- contain medical supplies."
|
|
icon_state = "medical_wall_locked"
|
|
icon_closed = "medical_wall_unlocked"
|
|
icon_locked = "medical_wall_locked"
|
|
icon_opened = "medical_wall_open"
|
|
icon_broken = "medical_wall_spark"
|
|
icon_off = "medical_wall_off"
|
|
req_access = list(access_medical)
|
|
wall_mounted = 1
|
|
|
|
/obj/secure_closet/RD
|
|
name = "Research Director"
|
|
req_access = list(access_rd)
|
|
|
|
/obj/secure_closet/CMO
|
|
name = "Chief Medical Officer"
|
|
req_access = list(access_cmo)
|
|
|
|
/obj/secure_closet/personal
|
|
desc = "The first card swiped gains control."
|
|
name = "Personal Closet"
|
|
|
|
/obj/secure_closet/personal/patient
|
|
name = "Patient's closet"
|
|
|
|
/obj/secure_closet/security1
|
|
name = "Security Equipment"
|
|
req_access = list(access_security)
|
|
|
|
/obj/secure_closet/security2
|
|
name = "Forensics Locker"
|
|
req_access = list(access_forensics_lockers)
|
|
|
|
/obj/secure_closet/scientist
|
|
name = "Scientist Locker"
|
|
|
|
req_access = list(access_tox_storage)
|
|
/obj/secure_closet/chemtoxin
|
|
name = "Chemistry Locker"
|
|
|
|
req_access = list(access_medical)
|
|
/obj/secure_closet/bar
|
|
name = "Booze"
|
|
req_access = list(access_bar)
|
|
|
|
/obj/secure_closet/kitchen
|
|
name = "Kitchen Cabinet"
|
|
req_access = list(access_kitchen)
|
|
|
|
/obj/secure_closet/kitchen/mining
|
|
req_access = list()
|
|
|
|
/obj/secure_closet/meat
|
|
name = "Meat Fridge"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
|
|
/obj/secure_closet/fridge
|
|
name = "Refrigerator"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
|
|
/obj/secure_closet/money_freezer
|
|
name = "Freezer"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
req_access = list(access_heads_vault)
|
|
|
|
/obj/secure_closet/engineering_chief
|
|
name = "Chief Engineer's Locker"
|
|
req_access = list(access_ce)
|
|
|
|
/obj/secure_closet/engineering_electrical
|
|
name = "Electrical Supplies"
|
|
req_access = list(access_engine)
|
|
|
|
/obj/secure_closet/engineering_welding
|
|
name = "Welding Supplies"
|
|
req_access = list(access_engine)
|
|
|
|
/obj/secure_closet/engineering_personal
|
|
name = "Engineer's Locker"
|
|
req_access = list(access_engine)
|
|
|
|
/obj/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 |