Merge tgstation r4633 into bs12_with_tgport

Conflicts:
	code/defines/obj/costume.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/objects/structures/crates_lockers/closets/fitness.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/living/simple_animal/parrot.dm
	code/modules/power/power.dm
	code/modules/power/switch.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-09-06 13:13:57 +10:00
84 changed files with 9014 additions and 8406 deletions
@@ -0,0 +1,61 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/list/viruses = list()
blood_DNA = list()
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
@@ -0,0 +1,74 @@
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
var/list/viruses = list()
blood_DNA = list()
/obj/effect/decal/cleanable/blood/Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/blood/New()
..()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
if(B != src)
del(B)
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
anchored = 0
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D
if (step_to(src, get_step(src, direction), 0))
break
@@ -0,0 +1,117 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
anchored = 1
/obj/effect/decal/cleanable/greenglow
New()
..()
spawn(1200)// 2 minutes
del(src)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/effects.dmi'
icon_state = "dirt"
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
anchored = 1
layer = 2
luminosity = 1
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb1"
/obj/effect/decal/cleanable/molten_item
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = 0
anchored = 1
layer = 3
icon = 'icons/obj/chemical.dmi'
icon_state = "molten"
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb2"
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
var/list/viruses = list()
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
@@ -0,0 +1,57 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
anchored = 0
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
/*var/obj/effect/decal/cleanable/oil/o =*/
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
var/viruses = list()
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
-64
View File
@@ -1,64 +0,0 @@
/obj/effect/decal/cleanable/New()
if (random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
..()
/*
/obj/effect/decal/cleanable/blood/burn(fi_amount)
if(fi_amount > 900000.0)
src.virus = null
sleep(11)
del(src)
return
*/
//Gibs.spread proc in gibs.dm
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
/*var/obj/effect/decal/cleanable/oil/o =*/
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if (step_to(src, get_step(src, direction), 0))
break
// not a great place for it, but as good as any
/obj/effect/decal/cleanable/greenglow
New()
..()
spawn(1200) // 2 minutes
del(src)
@@ -0,0 +1,7 @@
/obj/effect/decal/cleanable
var/list/random_icon_states = list()
/obj/effect/decal/cleanable/New()
if (random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
..()
+13
View File
@@ -0,0 +1,13 @@
/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen1.dmi'
icon_state = "arrow"
layer = 16.0
anchored = 1
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
@@ -0,0 +1,23 @@
/obj/effect/decal/remains/human
name = "remains"
desc = "They look like human remains. They have a strange aura about them."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = 1
/obj/effect/decal/remains/xeno
name = "remains"
desc = "They look like the remains of something... alien. They have a strange aura about them."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "remainsxeno"
anchored = 1
/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
gender = PLURAL
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
anchored = 1
+137 -1
View File
@@ -9,4 +9,140 @@
name = "start"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
anchored = 1.0
anchored = 1.0
//Costume spawner landmarks
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
del(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
del(src)
/obj/effect/landmark/costume/gladiator/New()
new /obj/item/clothing/under/gladiator(src.loc)
new /obj/item/clothing/head/helmet/gladiator(src.loc)
del(src)
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
del(src)
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havana(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
del(src)
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
del(src)
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/blindfold(src.loc)
del(src)
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
del(src)
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
if (prob(30))
new /obj/item/clothing/head/cueball(src.loc)
del(src)
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
del(src)
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowler, /obj/item/clothing/head/that)
new CHOICE(src.loc)
new /obj/item/clothing/shoes/black(src.loc)
new /obj/item/weapon/cane(src.loc)
new /obj/item/clothing/under/sl_suit(src.loc)
new /obj/item/clothing/mask/fakemoustache(src.loc)
del(src)
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
del(src)
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/owl_mask(src.loc)
del(src)
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/apron(src.loc)
del(src)
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/eyepatch(src.loc)
del(src)
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
del(src)
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if (prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
del(src)
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
del(src)
/obj/effect/landmark/costume/marisawizard/fake/New()
new /obj/item/clothing/head/wizard/marisa/fake(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc)
del(src)
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
del(src)
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/sexyclown(src.loc)
new /obj/item/clothing/under/sexyclown(src.loc)
del(src)
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
del(src)
+8
View File
@@ -0,0 +1,8 @@
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
+9 -2
View File
@@ -49,10 +49,17 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
if(T)
for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
var/atom/movable/AM = atom_movable
AM.ex_act(dist)
if(AM) AM.ex_act(dist)
var/took = (world.timeofday-start)/10
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [(world.timeofday-start)/10] seconds."
if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
//Machines which report explosions.
for(var/i,i<=doppler_arrays.len,i++)
var/obj/machinery/doppler_array/Array = doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
sleep(8)
+6 -5
View File
@@ -360,11 +360,12 @@
//START HUMAN
var/mob/living/carbon/human/H = M
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
@@ -157,7 +157,7 @@
valve_open = 1
var/turf/bombturf = get_turf(src)
var/bombarea = bombturf.loc.name
var/log_str = "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
var/log_str = "Bomb valve opened in [bombarea] with [attached_device ? attached_device : "no device"] attacher: [attacher]. Last touched by: [src.fingerprintslast]"
bombers += log_str
message_admins(log_str)
log_game(log_str)
+1 -2
View File
@@ -216,8 +216,7 @@
user << "\blue The MMI must go in after everything else!"
if (istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_NAME_LEN)
var/t = stripped_input(user, "Enter new robot name", src.name, src.created_name, MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
@@ -1,3 +1,20 @@
/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "closed"
density = 1
flags = FPRINT
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/alter_health()
return get_turf(src)
@@ -1,15 +0,0 @@
/obj/structure/closet/bombcloset/New()
..()
sleep(2)
new /obj/item/clothing/suit/bomb_suit( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/head/bomb_hood( src )
/obj/structure/closet/bombclosetsecurity/New()
..()
sleep(2)
new /obj/item/clothing/suit/bomb_suit/security( src )
new /obj/item/clothing/under/rank/security( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/head/bomb_hood/security( src )
@@ -0,0 +1,12 @@
/obj/structure/closet/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/structure/closet/coffin/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
@@ -0,0 +1,6 @@
/obj/structure/closet/crate/critter
name = "critter crate"
desc = "A crate which can sustain life for a while."
icon_state = "critter"
icon_opened = "critteropen"
icon_closed = "critter"
@@ -1,37 +0,0 @@
/obj/structure/closet/emcloset/New()
..()
if (prob(40))
new /obj/item/weapon/storage/toolbox/emergency(src)
switch (pickweight(list("small" = 40, "aid" = 25, "tank" = 20, "both" = 10, "nothing" = 4, "delete" = 1)))
if ("small")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
if ("aid")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/storage/firstaid/o2(src)
if ("tank")
new /obj/item/weapon/tank/air(src)
if ("both")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/clothing/mask/breath(src)
if ("nothing")
// doot
// teehee
if ("delete")
del(src)
//If you want to re-add fire, just add "fire" = 15 to the pick list.
/*if ("fire")
new /obj/structure/closet/firecloset(src.loc)
del(src)*/
/obj/structure/closet/emcloset/legacy/New()
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/clothing/mask/gas(src)
@@ -1,78 +0,0 @@
/obj/structure/closet/firecloset/full/New()
..()
sleep(4)
contents = list()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/tank/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/obj/structure/closet/firecloset/New()
..()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/tank/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/*switch (pickweight(list("nothing" = 5, "bare-bones" = 35, "basic" = 40, "pickpocketed" = 10, "untouched" = 10)))
if ("nothing")
//better luck next time
if ("bare-bones")
new /obj/item/weapon/extinguisher(src)
if ("basic")
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/extinguisher(src)
if ("pickpocketed") //suit got stolen
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/helmet/hardhat/red(src)
if ("untouched")
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/head/helmet/hardhat/red(src)*/
/obj/structure/closet/toolcloset/New()
if(prob(40))
new /obj/item/clothing/suit/hazardvest(src)
if(prob(70))
new /obj/item/device/flashlight(src)
if(prob(70))
new /obj/item/weapon/screwdriver(src)
if(prob(70))
new /obj/item/weapon/wrench(src)
if(prob(70))
new /obj/item/weapon/weldingtool(src)
if(prob(70))
new /obj/item/weapon/crowbar(src)
if(prob(70))
new /obj/item/weapon/wirecutters(src)
if(prob(70))
new /obj/item/device/t_scanner(src)
if(prob(20))
new /obj/item/weapon/storage/belt/utility(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(20))
new /obj/item/device/multitool(src)
if(prob(5))
new /obj/item/clothing/gloves/yellow(src)
if(prob(40))
new /obj/item/clothing/head/hardhat(src)
/obj/structure/closet/radiation/New()
..()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
@@ -1,3 +1,9 @@
/obj/structure/closet/athletic_mixed
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/athletic_mixed/New()
..()
sleep(2)
@@ -7,6 +13,11 @@
new /obj/item/clothing/under/shorts/blue(src)
new /obj/item/clothing/under/shorts/green(src)
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
/obj/structure/closet/boxinggloves/New()
..()
sleep(2)
@@ -15,6 +26,11 @@
new /obj/item/clothing/gloves/boxing/yellow(src)
new /obj/item/clothing/gloves/boxing(src)
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
/obj/structure/closet/masks/New()
..()
sleep(2)
@@ -22,6 +38,13 @@
new /obj/item/clothing/mask/luchador/rudos(src)
new /obj/item/clothing/mask/luchador/tecnicos(src)
/obj/structure/closet/lasertag/red
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/lasertag/red/New()
..()
sleep(2)
@@ -30,6 +53,13 @@
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/suit/redtag(src)
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/lasertag/blue/New()
..()
sleep(2)
@@ -1,3 +1,39 @@
/obj/structure/closet/cabinet
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
/obj/structure/closet/cabinet/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/acloset
name = "strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/structure/closet/gimmick
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
anchored = 0
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/gimmick/russian/New()
..()
sleep(2)
@@ -12,6 +48,14 @@
new /obj/item/clothing/under/soviet(src)
new /obj/item/clothing/under/soviet(src)
/obj/structure/closet/gimmick/tacticool
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/gimmick/tacticool/New()
..()
sleep(2)
@@ -28,4 +72,71 @@
new /obj/item/clothing/suit/armor/swat(src)
new /obj/item/clothing/suit/armor/swat(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
/obj/structure/closet/thunderdome
name = "\improper Thunderdome closet"
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
anchored = 1
/obj/structure/closet/thunderdome/New()
..()
sleep(2)
/obj/structure/closet/thunderdome/tdred
name = "red-team Thunderdome closet"
/obj/structure/closet/thunderdome/tdred/New()
..()
sleep(2)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/thunderdome/tdgreen
name = "green-team Thunderdome closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/thunderdome/tdgreen/New()
..()
sleep(2)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
@@ -1,13 +0,0 @@
/obj/structure/closet/gmcloset/New()
..()
sleep(2)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
@@ -1,16 +0,0 @@
/obj/structure/closet/jcloset/New()
..()
sleep(2)
new /obj/item/clothing/under/rank/janitor(src)
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/device/flashlight(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/trashbag(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/clothing/head/soft/purple(src)
@@ -0,0 +1,75 @@
/* Closets for specific jobs
* Contains:
* Bartender
* Janitor
* Lawyer
*/
/*
* Bartender
*/
/obj/structure/closet/gmcloset
name = "formal closet"
desc = "It's a storage unit for formal clothing."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/gmcloset/New()
..()
sleep(2)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
/*
* Janitor
*/
/obj/structure/closet/jcloset
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/jcloset/New()
..()
sleep(2)
new /obj/item/clothing/under/rank/janitor(src)
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/device/flashlight(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/trashbag(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/clothing/head/soft/purple(src)
/*
* Lawyer
*/
/obj/structure/closet/lawcloset
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/lawcloset/New()
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/bluesuit(src)
new /obj/item/clothing/suit/lawyer/bluejacket(src)
new /obj/item/clothing/under/lawyer/purpsuit(src)
new /obj/item/clothing/suit/lawyer/purpjacket(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/black(src)
@@ -1,9 +1,22 @@
/obj/structure/closet/l3closet
name = "level-3 biohazard suit closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/structure/closet/l3closet/New()
..()
sleep(2)
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/head/bio_hood/general( src )
/obj/structure/closet/l3closet/general
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/structure/closet/l3closet/general/New()
..()
sleep(2)
@@ -11,6 +24,12 @@
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/head/bio_hood/general( src )
/obj/structure/closet/l3closet/virology
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
/obj/structure/closet/l3closet/virology/New()
..()
sleep(2)
@@ -18,6 +37,12 @@
new /obj/item/clothing/suit/bio_suit/virology( src )
new /obj/item/clothing/head/bio_hood/virology( src )
/obj/structure/closet/l3closet/security
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
/obj/structure/closet/l3closet/security/New()
..()
sleep(2)
@@ -25,6 +50,12 @@
new /obj/item/clothing/suit/bio_suit/security( src )
new /obj/item/clothing/head/bio_hood/security( src )
/obj/structure/closet/l3closet/janitor
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
/obj/structure/closet/l3closet/janitor/New()
..()
sleep(2)
@@ -32,6 +63,12 @@
new /obj/item/clothing/suit/bio_suit/janitor( src )
new /obj/item/clothing/head/bio_hood/janitor( src )
/obj/structure/closet/l3closet/scientist
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/l3closet/scientist/New()
..()
sleep(2)
@@ -1,3 +1,10 @@
/obj/structure/closet/malf/suits
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/malf/suits/New()
..()
sleep(2)
@@ -1,24 +0,0 @@
/obj/structure/closet/syndicate/nuclear/New()
..()
sleep(2)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/weapon/storage/handcuff_kit(src)
new /obj/item/weapon/storage/flashbang_kit(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
@@ -158,4 +158,30 @@
sleep(2)
new /obj/item/weapon/storage/pillbottlebox(src)
new /obj/item/weapon/storage/pillbottlebox(src)
return
return
/obj/structure/closet/secure_closet/medical_wall
name = "First Aid Closet"
desc = "It's a secure wall-mounted storage unit for first aid 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"
anchored = 1
density = 0
wall_mounted = 1
req_access = list(access_medical)
/obj/structure/closet/secure_closet/medical_wall/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
@@ -1,5 +1,8 @@
/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
desc = "It's a secure locker for personell. The first card swiped gains control."
name = "personal closet"
req_access = list(access_all_personal_lockers)
var/registered_name = null
/obj/structure/closet/secure_closet/personal/New()
..()
@@ -11,6 +14,10 @@
new /obj/item/device/radio/headset( src )
return
/obj/structure/closet/secure_closet/personal/patient
name = "patient's closet"
/obj/structure/closet/secure_closet/personal/patient/New()
..()
spawn(4)
@@ -20,6 +27,27 @@
return
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/personal/cabinet/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/personal/cabinet/New()
..()
spawn(4)
@@ -1,3 +1,21 @@
/obj/structure/closet/secure_closet
name = "secure locker"
desc = "It's an immobile card-locked storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "secure1"
density = 1
opened = 0
var/locked = 1
var/broken = 0
var/large = 1
icon_closed = "secure"
var/icon_locked = "secure1"
icon_opened = "secureopen"
var/icon_broken = "securebroken"
var/icon_off = "secureoff"
wall_mounted = 0 //never solid (You can always pass over it)
health = 200
/obj/structure/closet/secure_closet/can_open()
..()
if(src.locked)
@@ -242,3 +242,29 @@
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/weapon/storage/briefcase(src)
return
/obj/structure/closet/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
/obj/structure/closet/secure_closet/wall/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
@@ -1,3 +1,14 @@
/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()
..()
sleep(2)
@@ -12,3 +23,31 @@
new /obj/item/device/multitool(src)
new /obj/item/weapon/shield/energy(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for nuclear-operative gear."
/obj/structure/closet/syndicate/nuclear/New()
..()
sleep(2)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/ammo_magazine/a50(src)
new /obj/item/weapon/storage/handcuff_kit(src)
new /obj/item/weapon/storage/flashbang_kit(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
@@ -1,47 +0,0 @@
/obj/structure/closet/thunderdome/New()
..()
sleep(2)
/obj/structure/closet/thunderdome/tdred/New()
..()
sleep(2)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/thunderdome/tdgreen/New()
..()
sleep(2)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
@@ -0,0 +1,221 @@
/* Utility Closets
* Contains:
* Emergency Closet
* Fire Closet
* Tool Closet
* Radiation Closet
* Bombsuit Closet
* Hydrant
* First Aid
*/
/*
* Emergency Closet
*/
/obj/structure/closet/emcloset
name = "emergency closet"
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/structure/closet/emcloset/New()
..()
if (prob(40))
new /obj/item/weapon/storage/toolbox/emergency(src)
switch (pickweight(list("small" = 40, "aid" = 25, "tank" = 20, "both" = 10, "nothing" = 4, "delete" = 1)))
if ("small")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
if ("aid")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/storage/firstaid/o2(src)
if ("tank")
new /obj/item/weapon/tank/air(src)
if ("both")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/clothing/mask/breath(src)
if ("nothing")
// doot
// teehee
if ("delete")
del(src)
//If you want to re-add fire, just add "fire" = 15 to the pick list.
/*if ("fire")
new /obj/structure/closet/firecloset(src.loc)
del(src)*/
/obj/structure/closet/emcloset/legacy/New()
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/clothing/mask/gas(src)
/*
* Fire Closet
*/
/obj/structure/closet/firecloset
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/structure/closet/firecloset/New()
..()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/tank/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/obj/structure/closet/firecloset/full/New()
..()
sleep(4)
contents = list()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/tank/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/obj/structure/closet/firecloset/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/*
* Tool Closet
*/
/obj/structure/closet/toolcloset
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/structure/closet/toolcloset/New()
if(prob(40))
new /obj/item/clothing/suit/hazardvest(src)
if(prob(70))
new /obj/item/device/flashlight(src)
if(prob(70))
new /obj/item/weapon/screwdriver(src)
if(prob(70))
new /obj/item/weapon/wrench(src)
if(prob(70))
new /obj/item/weapon/weldingtool(src)
if(prob(70))
new /obj/item/weapon/crowbar(src)
if(prob(70))
new /obj/item/weapon/wirecutters(src)
if(prob(70))
new /obj/item/device/t_scanner(src)
if(prob(20))
new /obj/item/weapon/storage/belt/utility(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(30))
new /obj/item/weapon/cable_coil/random(src)
if(prob(20))
new /obj/item/device/multitool(src)
if(prob(5))
new /obj/item/clothing/gloves/yellow(src)
if(prob(40))
new /obj/item/clothing/head/hardhat(src)
/*
* Radiation Closet
*/
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
/obj/structure/closet/radiation/New()
..()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/*
* Bombsuit closet
*/
/obj/structure/closet/bombcloset
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/structure/closet/bombcloset/New()
..()
sleep(2)
new /obj/item/clothing/suit/bomb_suit( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/head/bomb_hood( src )
/obj/structure/closet/bombclosetsecurity
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/structure/closet/bombclosetsecurity/New()
..()
sleep(2)
new /obj/item/clothing/suit/bomb_suit/security( src )
new /obj/item/clothing/under/rank/security( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/head/bomb_hood/security( src )
/*
* Hydrant
*/
/obj/structure/closet/hydrant //wall mounted fire closet
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
anchored = 1
density = 0
wall_mounted = 1
/*
* First Aid
*/
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/structure/closet/medical_wall/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
@@ -1,3 +1,9 @@
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/New()
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/blue(src)
@@ -7,6 +13,12 @@
new /obj/item/clothing/shoes/brown(src)
return
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/red/New()
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
@@ -22,6 +34,12 @@
new /obj/item/clothing/head/beret/sec(src)
return
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_state = "pink"
icon_closed = "pink"
/obj/structure/closet/wardrobe/pink/New()
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/pink(src)
@@ -31,6 +49,11 @@
new /obj/item/clothing/shoes/brown(src)
return
/obj/structure/closet/wardrobe/black
name = "black wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/black/New()
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/under/color/black(src)
@@ -43,6 +66,13 @@
new /obj/item/clothing/head/that(src)
return
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black/New()
new /obj/item/clothing/under/rank/chaplain(src)
new /obj/item/clothing/shoes/black(src)
@@ -56,6 +86,12 @@
new /obj/item/weapon/storage/fancy/candle_box(src)
return
/obj/structure/closet/wardrobe/green
name = "green wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/green/New()
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/green(src)
@@ -63,11 +99,15 @@
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
//new /obj/item/clothing/head/soft/green(src)
//new /obj/item/clothing/head/soft/green(src)
//new /obj/item/clothing/head/soft/green(src)
return
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
/obj/structure/closet/wardrobe/orange/New()
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
@@ -75,11 +115,14 @@
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
//new /obj/item/clothing/head/soft/orange(src)
//new /obj/item/clothing/head/soft/orange(src)
//new /obj/item/clothing/head/soft/orange(src)
return
/obj/structure/closet/wardrobe/yellow
name = "yellow wardrobe"
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/yellow/New()
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/yellow(src)
@@ -87,11 +130,14 @@
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
return
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "atmospherics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow/New()
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
@@ -99,11 +145,15 @@
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
return
/obj/structure/closet/wardrobe/engineering_yellow
name = "engineering wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/engineering_yellow/New()
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/under/rank/engineer(src)
@@ -111,11 +161,14 @@
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/yellow(src)
return
/obj/structure/closet/wardrobe/white
name = "white wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/white/New()
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/white(src)
@@ -125,6 +178,12 @@
new /obj/item/clothing/shoes/white(src)
return
/obj/structure/closet/wardrobe/pjs
name = "Pajama wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/pjs/New()
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/red(src)
@@ -136,6 +195,12 @@
new /obj/item/clothing/shoes/white(src)
return
/obj/structure/closet/wardrobe/toxins_white
name = "toxins wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white/New()
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/under/rank/scientist(src)
@@ -148,6 +213,12 @@
new /obj/item/clothing/shoes/white(src)
return
/obj/structure/closet/wardrobe/robotics_black
name = "robotics wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/robotics_black/New()
new /obj/item/clothing/under/rank/roboticist(src)
new /obj/item/clothing/under/rank/roboticist(src)
@@ -157,6 +228,12 @@
new /obj/item/clothing/shoes/black(src)
return
/obj/structure/closet/wardrobe/chemistry_white
name = "chemistry wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/chemistry_white/New()
new /obj/item/clothing/under/rank/chemist(src)
new /obj/item/clothing/under/rank/chemist(src)
@@ -166,6 +243,12 @@
new /obj/item/clothing/suit/labcoat/chemist(src)
return
/obj/structure/closet/wardrobe/genetics_white
name = "genetics wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white/New()
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
@@ -175,6 +258,12 @@
new /obj/item/clothing/suit/labcoat/genetics(src)
return
/obj/structure/closet/wardrobe/virology_white
name = "virology wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/virology_white/New()
new /obj/item/clothing/under/rank/virologist(src)
new /obj/item/clothing/under/rank/virologist(src)
@@ -186,6 +275,12 @@
new /obj/item/clothing/mask/surgical(src)
return
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_state = "grey"
icon_closed = "grey"
/obj/structure/closet/wardrobe/grey/New()
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/under/color/grey(src)
@@ -198,6 +293,12 @@
new /obj/item/clothing/head/soft/grey(src)
return
/obj/structure/closet/wardrobe/mixed
name = "mixed wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/wardrobe/mixed/New()
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/blue(src)
@@ -208,22 +309,4 @@
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/white(src)
//new /obj/item/clothing/head/soft/mime(src)
//new /obj/item/clothing/head/soft/blue(src)
//new /obj/item/clothing/head/soft/yellow(src)
//new /obj/item/clothing/head/soft/green(src)
//new /obj/item/clothing/head/soft/orange(src)
//new /obj/item/clothing/head/soft/purple(src)
//if(prob(10)) new /obj/item/clothing/head/soft/rainbow(src)
return
/obj/structure/closet/lawcloset/New()
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/bluesuit(src)
new /obj/item/clothing/suit/lawyer/bluejacket(src)
new /obj/item/clothing/under/lawyer/purpsuit(src)
new /obj/item/clothing/suit/lawyer/purpjacket(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/black(src)
@@ -1,4 +1,5 @@
/obj/structure/falsewall
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
/obj/structure/falsewall/gold
+35
View File
@@ -1,3 +1,19 @@
/obj/structure/window
name = "window"
icon = 'icons/obj/structures.dmi'
desc = "A window."
density = 1
layer = 3.2//Just above doors
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/silicate = 0 // number of units of silicate
var/icon/silicateIcon = null // the silicated icon
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
@@ -392,3 +408,22 @@
src.icon_state = "window[junction]"
return
/obj/structure/window/basic
icon_state = "window"
/obj/structure/window/reinforced
reinf = 1
icon_state = "rwindow"
name = "reinforced window"
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
icon_state = "fwindow"
name = "frosted window"