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Makes wall lockers more consistent with other lockers (#13671)
* Makes wall lockers more consistent with other lockers * fuck you too travis fucker
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@@ -15,33 +15,24 @@
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..()
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density = 0 //It's a locker in a wall, you aren't going to be walking into it.
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/CtrlClick()
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if(ishuman(usr) && Adjacent(usr))
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verb_toggleopen()
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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desc = "A wall mounted locker with emergency supplies"
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var/list/spawnitems = list(/obj/item/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/crowbar)
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var/amount = 3 // spawns each items X times.
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icon_state = "emerg"
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icon_closed = "emerg"
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icon_opened = "emergopen"
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if(istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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to_chat(usr, "<spawn class='notice'>It's empty.")
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return
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if(amount)
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to_chat(usr, "<spawn class='notice'>You take out some items from \the [src].")
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for(var/path in spawnitems)
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new path(src.loc)
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amount--
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return
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/obj/structure/closet/walllocker/emerglocker/New()
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..()
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new /obj/item/tank/emergency_oxygen(src)
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new /obj/item/tank/emergency_oxygen(src)
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new /obj/item/tank/emergency_oxygen(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/crowbar(src)
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new /obj/item/crowbar(src)
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new /obj/item/crowbar(src)
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/obj/structure/closet/walllocker/emerglocker/north
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pixel_y = 32
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