Merge remote-tracking branch 'remotes/git-svn' (r4527) into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/devices/uplinks.dm
	code/game/objects/weapons.dm
	code/modules/mining/mine_items.dm
	html/changelog.html
	icons/obj/chemical.dmi
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-08-24 21:55:58 +10:00
121 changed files with 8992 additions and 7779 deletions
-37
View File
@@ -1,37 +0,0 @@
/obj/structure/closet/secure_closet/bar
name = "Booze"
req_access = list(access_bar)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
New()
..()
sleep(2)
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
return
/obj/structure/closet/secure_closet/bar/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
-45
View File
@@ -1,45 +0,0 @@
/obj/structure/closet/secure_closet/cargotech
name = "Cargo Technician's Locker"
req_access = list(access_cargo)
icon_state = "securecargo1"
icon_closed = "securecargo"
icon_locked = "securecargo1"
icon_opened = "securecargoopen"
icon_broken = "securecargobroken"
icon_off = "securecargooff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/cargotech(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft(src)
// new /obj/item/weapon/cartridge/quartermaster(src)
return
/obj/structure/closet/secure_closet/quartermaster
name = "Quartermaster's Locker"
req_access = list(access_qm)
icon_state = "secureqm1"
icon_closed = "secureqm"
icon_locked = "secureqm1"
icon_opened = "secureqmopen"
icon_broken = "secureqmbroken"
icon_off = "secureqmoff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/qm(src)
new /obj/item/clothing/gloves/black(src)
// new /obj/item/weapon/cartridge/quartermaster(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/clothing/head/soft(src)
return
@@ -1,115 +0,0 @@
/obj/structure/closet/secure_closet/engineering_chief
name = "Chief Engineer's Locker"
req_access = list(access_ce)
icon_state = "securece1"
icon_closed = "securece"
icon_locked = "securece1"
icon_opened = "secureceopen"
icon_broken = "securecebroken"
icon_off = "secureceoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/industrial(src)
else
new /obj/item/weapon/storage/backpack/satchel_eng(src)
new /obj/item/blueprints(src)
new /obj/item/clothing/under/rank/chief_engineer(src)
new /obj/item/clothing/head/hardhat/white(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/gloves/yellow(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/cartridge/ce(src)
new /obj/item/device/radio/headset/heads/ce(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/clothing/suit/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/multitool(src)
new /obj/item/device/flash(src)
return
/obj/structure/closet/secure_closet/engineering_electrical
name = "Electrical Supplies"
req_access = list(access_engine)
icon_state = "secureengelec1"
icon_closed = "secureengelec"
icon_locked = "secureengelec1"
icon_opened = "toolclosetopen"
icon_broken = "secureengelecbroken"
icon_off = "secureengelecoff"
New()
..()
sleep(2)
new /obj/item/clothing/gloves/yellow(src)
new /obj/item/clothing/gloves/yellow(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
return
/obj/structure/closet/secure_closet/engineering_welding
name = "Welding Supplies"
req_access = list(access_engine)
icon_state = "secureengweld1"
icon_closed = "secureengweld"
icon_locked = "secureengweld1"
icon_opened = "toolclosetopen"
icon_broken = "secureengweldbroken"
icon_off = "secureengweldoff"
New()
..()
sleep(2)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/weldingtool/largetank(src)
return
/obj/structure/closet/secure_closet/engineering_personal
name = "Engineer's Locker"
req_access = list(access_engine)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
icon_opened = "secureengopen"
icon_broken = "secureengbroken"
icon_off = "secureengoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/industrial(src)
else
new /obj/item/weapon/storage/backpack/satchel_eng(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
// new /obj/item/weapon/cartridge/engineering(src)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/clothing/suit/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson(src)
return
@@ -1,26 +0,0 @@
/obj/structure/closet/secure_closet/hydroponics
name = "Botanist's locker"
req_access = list(access_hydroponics)
icon_state = "hydrosecure1"
icon_closed = "hydrosecure"
icon_locked = "hydrosecure1"
icon_opened = "hydrosecureopen"
icon_broken = "hydrosecurebroken"
icon_off = "hydrosecureoff"
New()
..()
sleep(2)
switch(rand(1,2))
if(1)
new /obj/item/clothing/suit/apron(src)
if(2)
new /obj/item/clothing/suit/apron/overalls(src)
new /obj/item/weapon/plantbag(src)
new /obj/item/clothing/under/rank/hydroponics(src)
new /obj/item/device/analyzer/plant_analyzer(src)
new /obj/item/clothing/head/greenbandana(src)
new /obj/item/weapon/minihoe(src)
new /obj/item/weapon/hatchet(src)
return
-161
View File
@@ -1,161 +0,0 @@
/obj/structure/closet/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 = "medicaloff"
req_access = list(access_medical)
New()
..()
sleep(2)
new /obj/item/weapon/storage/syringes(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/glass/beaker(src)
new /obj/item/weapon/reagent_containers/glass/beaker(src)
new /obj/item/weapon/reagent_containers/glass/bottle/inaprovaline(src)
new /obj/item/weapon/reagent_containers/glass/bottle/inaprovaline(src)
new /obj/item/weapon/reagent_containers/glass/bottle/antitoxin(src)
new /obj/item/weapon/reagent_containers/glass/bottle/antitoxin(src)
return
/obj/structure/closet/secure_closet/medical2
name = "Anesthetic"
desc = "Used to knock people out."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_surgery)
New()
..()
sleep(2)
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/clothing/mask/breath/medical(src)
new /obj/item/clothing/mask/breath/medical(src)
new /obj/item/clothing/mask/breath/medical(src)
return
/obj/structure/closet/secure_closet/medical3
name = "Medical Doctor's Locker"
req_access = list(access_surgery)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemedoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/medic(src)
else
new /obj/item/weapon/storage/backpack/satchel_med(src)
new /obj/item/clothing/under/rank/nursesuit (src)
new /obj/item/clothing/head/nursehat (src)
switch(pick("blue", "green", "purple"))
if ("blue")
new /obj/item/clothing/under/rank/medical/blue(src)
if ("green")
new /obj/item/clothing/under/rank/medical/green(src)
if ("purple")
new /obj/item/clothing/under/rank/medical/purple(src)
switch(pick("blue", "green", "purple"))
if ("blue")
new /obj/item/clothing/under/rank/medical/blue(src)
if ("green")
new /obj/item/clothing/under/rank/medical/green(src)
if ("purple")
new /obj/item/clothing/under/rank/medical/purple(src)
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/shoes/white(src)
// new /obj/item/weapon/cartridge/medical(src)
new /obj/item/device/radio/headset/headset_med(src)
new /obj/item/weapon/storage/belt/medical(src)
return
/obj/structure/closet/secure_closet/CMO
name = "Chief Medical Officer's Locker"
req_access = list(access_cmo)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
icon_locked = "cmosecure1"
icon_opened = "cmosecureopen"
icon_broken = "cmosecurebroken"
icon_off = "cmosecureoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/medic(src)
else
new /obj/item/weapon/storage/backpack/satchel_med(src)
new /obj/item/clothing/suit/bio_suit/cmo(src)
new /obj/item/clothing/head/bio_hood/cmo(src)
new /obj/item/clothing/under/rank/chief_medical_officer(src)
new /obj/item/clothing/suit/labcoat/cmo(src)
new /obj/item/weapon/cartridge/cmo(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/shoes/brown (src)
new /obj/item/device/radio/headset/heads/cmo(src)
new /obj/item/weapon/storage/belt/medical(src)
new /obj/item/device/flash(src)
return
/obj/structure/closet/secure_closet/animal
name = "Animal Control"
req_access = list(access_surgery)
New()
..()
sleep(2)
new /obj/item/device/assembly/signaler(src)
new /obj/item/device/radio/electropack(src)
new /obj/item/device/radio/electropack(src)
new /obj/item/device/radio/electropack(src)
return
/obj/structure/closet/secure_closet/chemical
name = "Chemical Closet"
desc = "Store dangerous chemicals in here."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_chemistry)
New()
..()
sleep(2)
new /obj/item/weapon/storage/pillbottlebox(src)
new /obj/item/weapon/storage/pillbottlebox(src)
return
@@ -1,69 +0,0 @@
/obj/structure/closet/secure_closet/personal/var/registered_name = null
/obj/structure/closet/secure_closet/personal/req_access = list(access_all_personal_lockers)
/obj/structure/closet/secure_closet/personal/New()
..()
spawn(2)
if(prob(50))
new /obj/item/weapon/storage/backpack(src)
else
new /obj/item/weapon/storage/backpack/satchel_norm(src)
new /obj/item/device/radio/headset( src )
return
/obj/structure/closet/secure_closet/personal/patient/New()
..()
spawn(4)
contents = list()
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/shoes/white( src )
return
/obj/structure/closet/secure_closet/personal/cabinet/New()
..()
spawn(4)
contents = list()
new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
new /obj/item/device/radio/headset( src )
return
/obj/structure/closet/secure_closet/personal/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (src.opened)
if (istype(W, /obj/item/weapon/grab))
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
user.drop_item()
if (W) W.loc = src.loc
else if(istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "\red It appears to be broken."
return
var/obj/item/weapon/card/id/I = W
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.locked) src.icon_state = src.icon_locked
else src.icon_state = src.icon_closed
if(!src.registered_name)
src.registered_name = I.registered_name
src.desc = "Owned by [I.registered_name]."
else
user << "\red Access Denied"
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
if(istype(W, /obj/item/weapon/melee/energy/blade))
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.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message("\blue The locker has been sliced open by [user] with an energy blade!", 1, "\red You hear metal being sliced and sparks flying.", 2)
else
user << "\red Access Denied"
return
@@ -1,49 +0,0 @@
/obj/structure/closet/secure_closet/scientist
name = "Scientist's Locker"
req_access = list(access_tox_storage)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
icon_opened = "secureresopen"
icon_broken = "secureresbroken"
icon_off = "secureresoff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/shoes/white(src)
// new /obj/item/weapon/cartridge/signal/toxins(src)
new /obj/item/device/radio/headset/headset_sci(src)
new /obj/item/weapon/tank/air(src)
new /obj/item/clothing/mask/gas(src)
return
/obj/structure/closet/secure_closet/RD
name = "Research Director's Locker"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"
icon_opened = "rdsecureopen"
icon_broken = "rdsecurebroken"
icon_off = "rdsecureoff"
New()
..()
sleep(2)
new /obj/item/clothing/suit/bio_suit/scientist(src)
new /obj/item/clothing/head/bio_hood/scientist(src)
new /obj/item/clothing/under/rank/research_director(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/weapon/cartridge/rd(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/device/radio/headset/heads/rd(src)
new /obj/item/weapon/tank/air(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/flash(src)
return
@@ -1,146 +0,0 @@
/obj/structure/closet/secure_closet/can_open()
..()
if(src.locked)
return 0
return 1
/obj/structure/closet/secure_closet/close()
..()
if(broken)
icon_state = src.icon_off
return 1
/obj/structure/closet/secure_closet/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(!broken)
if(prob(50/severity))
src.locked = !src.locked
if(prob(20/severity) && !opened)
if(!locked)
open()
else
src.req_access = list()
src.req_access += pick(get_all_accesses())
..()
/obj/structure/closet/secure_closet/proc/togglelock(mob/user as mob)
if(src.allowed(user))
src.locked = !src.locked
for(var/mob/O in viewers(user, 3))
if((O.client && !( O.blinded )))
O << "<span class='notice'>The locker has been [locked ? null : "un"]locked by [user].</span>"
if(src.locked)
src.icon_state = src.icon_locked
else
src.icon_state = src.icon_closed
else
user << "<span class='notice'>Access Denied</span>"
/obj/structure/closet/secure_closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
if(src.large)
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
else
user << "<span class='notice'>The locker is too small to stuff [W] into!</span>"
user.drop_item()
if(W)
W.loc = src.loc
else if(src.broken)
user << "<span class='notice'>The locker appears to be broken.</span>"
return
else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = icon_off
flick(icon_broken, src)
if(istype(W, /obj/item/weapon/melee/energy/blade))
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.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message("<span class='warning'>The locker has been sliced open by [user] with an energy blade!</span>", 1, "You hear metal being sliced and sparks flying.", 2)
else
for(var/mob/O in viewers(user, 3))
O.show_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", 1, "You hear a faint electrical spark.", 2)
else
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
src.welded =! src.welded
src.update_icon()
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
else
togglelock(user)
/obj/structure/closet/secure_closet/relaymove(mob/user as mob)
if(user.stat)
return
if(user.stat)
return
if(!(src.locked))
for(var/obj/item/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
src.icon_state = src.icon_opened
src.opened = 1
else
user << "<span class='notice'>The locker is locked!</span>"
if(world.time > lastbang+5)
lastbang = world.time
for(var/mob/M in hearers(src, null))
M << "<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>"
return
/obj/structure/closet/secure_closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(!src.toggle())
return src.attackby(null, user)
/obj/structure/closet/secure_closet/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/closet/secure_closet/verb/verb_togglelock()
set src in oview(1) // One square distance
set category = "Object"
set name = "Toggle 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(get_dist(usr, src) != 1)
return
if(src.broken)
return
if (ishuman(usr))
if (!opened)
togglelock(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/secure_closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
overlays = null
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
if(welded)
overlays += "welded"
else
icon_state = icon_opened
@@ -1,244 +0,0 @@
/obj/structure/closet/secure_closet/captains
name = "Captain's Locker"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
icon_opened = "capsecureopen"
icon_broken = "capsecurebroken"
icon_off = "capsecureoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/captain(src)
else
new /obj/item/weapon/storage/backpack/satchel_cap(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/head/helmet/cap(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/weapon/reagent_containers/food/drinks/flask(src)
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
return
/obj/structure/closet/secure_closet/hop
name = "Head of Personnel's Locker"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
icon_opened = "hopsecureopen"
icon_broken = "hopsecurebroken"
icon_off = "hopsecureoff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/id_kit(src)
new /obj/item/weapon/storage/id_kit( src )
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/device/flash(src)
new /obj/item/clothing/glasses/sunglasses(src)
return
/obj/structure/closet/secure_closet/hos
name = "Head of Security's Locker"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
icon_locked = "hossecure1"
icon_opened = "hossecureopen"
icon_broken = "hossecurebroken"
icon_off = "hossecureoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/under/jensen(src)
new /obj/item/clothing/suit/armor/hos/jensen(src)
new /obj/item/clothing/head/helmet/HoS/dermal(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/gun/energy/gun(src)
return
/obj/structure/closet/secure_closet/warden
name = "Warden's Locker"
req_access = list(access_armory)
icon_state = "wardensecure1"
icon_closed = "wardensecure"
icon_locked = "wardensecure1"
icon_opened = "wardensecureopen"
icon_broken = "wardensecurebroken"
icon_off = "wardensecureoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/helmet/warden(src)
// new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/gun/energy/taser(src)
return
/obj/structure/closet/secure_closet/security
name = "Security Officer's Locker"
req_access = list(access_security)
icon_state = "sec1"
icon_closed = "sec"
icon_locked = "sec1"
icon_opened = "secopen"
icon_broken = "secbroken"
icon_off = "secoff"
New()
..()
sleep(2)
if(prob(50))
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src)
// new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
return
/obj/structure/closet/secure_closet/detective
name = "Detective's Cabinet"
req_access = list(access_forensics_lockers)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
New()
..()
sleep(2)
new /obj/item/clothing/under/det(src)
new /obj/item/clothing/suit/armor/det_suit(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/cartridge/detective(src)
new /obj/item/weapon/storage/fcard_kit(src)
new /obj/item/weapon/fcardholder(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/weapon/storage/box/evidence(src)
return
/obj/structure/closet/secure_closet/detective/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/injection
name = "Lethal Injections"
req_access = list(access_hos)
New()
..()
sleep(2)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
return
/obj/structure/closet/secure_closet/brig
name = "Brig Locker"
req_access = list(access_brig)
anchored = 1
var/id = null
New()
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/shoes/orange( src )
return
/obj/structure/closet/secure_closet/courtroom
name = "Courtroom Locker"
req_access = list(access_court)
New()
..()
sleep(2)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/pen (src)
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/weapon/storage/briefcase(src)
return