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Closets now pick up all items on the tile they're created on, the same as crates. This makes it easier for mappers to put things in lockers without making new locker types or var-editing them.
Moved snowflake telecomm ambient sound code that only half worked into the switch that's designed to handle it. Committing for Aranclanos: - Toggle ambience should now properly work. Fixes issue 992. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4880 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -15,6 +15,14 @@
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var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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/obj/structure/closet/New()
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..()
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spawn(1)
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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for(var/obj/item/I in src.loc)
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if(I.density || I.anchored || I == src) continue
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I.loc = src
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/obj/structure/closet/alter_health()
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return get_turf(src)
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@@ -197,13 +197,6 @@
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// new /obj/item/weapon/pestspray(src)
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// new /obj/item/weapon/pestspray(src)
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/obj/structure/closet/crate/New()
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..()
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spawn(1)
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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for(var/obj/item/I in src.loc)
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if(I.density || I.anchored || I == src) continue
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I.loc = src
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/obj/structure/closet/crate/secure/New()
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..()
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