Files
CHOMPStation2/code/game/objects/structures/crates_lockers/closets/syndicate.dm
Zuhayr ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30

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/obj/structure/closet/syndicate
name = "armoury closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
desc = "It's a storage unit for operative gear."
/obj/structure/closet/syndicate/personal/New()
..()
new /obj/item/weapon/tank/jetpack/oxygen(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/under/syndicate(src)
new /obj/item/clothing/head/helmet/space/void/merc(src)
new /obj/item/clothing/suit/space/void/merc(src)
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/cell/high(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/device/multitool(src)
new /obj/item/weapon/shield/energy(src)
new /obj/item/clothing/shoes/magboots(src)
/obj/structure/closet/syndicate/suit
desc = "It's a storage unit for voidsuits."
/obj/structure/closet/syndicate/suit/New()
..()
new /obj/item/weapon/tank/jetpack/oxygen(src)
new /obj/item/clothing/shoes/magboots(src)
new /obj/item/clothing/suit/space/void/merc(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/head/helmet/space/void/merc(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for nuclear-operative gear."
/obj/structure/closet/syndicate/nuclear/New()
..()
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/device/pda/syndicate(src)
var/obj/item/device/radio/uplink/U = new(src)
U.hidden_uplink.uses = 40
return
/obj/structure/closet/syndicate/resources/
desc = "An old, dusty locker."
New()
..()
var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
var/pickednum = rand(1, 50)
//Sad trombone
if(pickednum == 1)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
P.name = "IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
if(pickednum >= 2)
new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
//Plasteel (common ore) Because it has a million more uses then phoron
if(pickednum >= 10)
new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
//Phoron (rare ore)
if(pickednum >= 15)
new /obj/item/stack/sheet/mineral/phoron(src, rand(rare_min, rare_max))
//Silver (rare ore)
if(pickednum >= 20)
new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
//Gold (rare ore)
if(pickednum >= 30)
new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
//Uranium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
//Diamond (rare HONK)
if(pickednum >= 45)
new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
//Jetpack (You hit the jackpot!)
if(pickednum == 50)
new /obj/item/weapon/tank/jetpack/carbondioxide(src)
return
/obj/structure/closet/syndicate/resources/everything
desc = "It's an emergency storage closet for repairs."
New()
var/list/resources = list(
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/silver,
/obj/item/stack/sheet/mineral/phoron,
/obj/item/stack/sheet/mineral/uranium,
/obj/item/stack/sheet/mineral/diamond,
/obj/item/stack/sheet/plasteel,
/obj/item/stack/rods
)
for(var/i = 0, i<2, i++)
for(var/res in resources)
var/obj/item/stack/R = new res(src)
R.amount = R.max_amount
return