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Code Readability - Crates_Lockers (#18270)
* crates_lockers * use SECONDS where appropraite * timer isn't in seconds, add a comment explaining that
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@@ -388,7 +388,7 @@
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/obj/structure/closet/bluespace
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name = "bluespace closet"
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desc = "A storage unit that moves and stores through the fourth dimension."
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density = 0
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density = FALSE
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icon_state = "bluespace"
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open_door_sprite = "bluespace_door"
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storage_capacity = 60
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@@ -27,7 +27,7 @@
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desc = "It's a storage unit for things that have no right being here."
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icon_state = "syndicate1"
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open_door_sprite = "syndicate1_door"
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anchored = 0
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anchored = FALSE
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/obj/structure/closet/gimmick/russian
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name = "russian surplus closet"
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@@ -76,7 +76,7 @@
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desc = "Everything you need!"
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icon_state = "syndicate"
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open_door_sprite = "syndicate_door"
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anchored = 1
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anchored = TRUE
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/obj/structure/closet/thunderdome/tdred
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name = "red-team Thunderdome closet"
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@@ -1,8 +1,8 @@
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/obj/structure/closet/secure_closet/syndicate/depot
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name = "depot supply closet"
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desc = ""
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locked = 0
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anchored = 1
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locked = FALSE
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anchored = TRUE
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req_access = list()
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layer = 2.9 // ensures the loot they drop always appears on top of them.
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var/is_armory = FALSE
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@@ -295,7 +295,7 @@
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/obj/structure/closet/secure_closet/brig
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name = "brig locker"
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req_access = list(ACCESS_BRIG)
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anchored = 1
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anchored = TRUE
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var/id = null
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/obj/structure/closet/secure_closet/brig/populate_contents()
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@@ -3,14 +3,14 @@
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desc = "An incredibly lifelike marble carving"
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icon = 'icons/obj/statue.dmi'
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icon_state = "human_male"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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max_integrity = 0 //destroying the statue kills the mob within
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var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
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var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
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var/intialBrute = 0
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var/intialOxy = 0
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var/timer = 240 //eventually the person will be freed
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var/timer = 240 // timer counts down durring process, eventually the person will be freed
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/obj/structure/closet/statue/Initialize(mapload, mob/living/L)
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. = ..()
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@@ -3,7 +3,7 @@
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desc = "A hefty wooden crate."
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icon = 'icons/obj/crates.dmi'
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icon_state = "largecrate"
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density = 1
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density = TRUE
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var/obj/item/paper/manifest/manifest
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/obj/structure/largecrate/Initialize(mapload)
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@@ -6,14 +6,14 @@
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name = "wall locker"
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icon = 'icons/obj/walllocker.dmi'
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icon_state = "wall-locker"
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density = 0
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anchored = 1
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density = FALSE
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anchored = TRUE
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icon_closed = "wall-locker"
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icon_opened = "wall-lockeropen"
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/obj/structure/closet/walllocker/close()
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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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density = FALSE //It's a locker in a wall, you aren't going to be walking into it.
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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