diff --git a/code/game/area/ss13_areas.dm b/code/game/area/ss13_areas.dm index 3666ba2fdfc..fcb1068574d 100644 --- a/code/game/area/ss13_areas.dm +++ b/code/game/area/ss13_areas.dm @@ -1379,8 +1379,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station /area/security/brig/prison_break() for(var/obj/structure/closet/secure_closet/brig/temp_closet in src) - temp_closet.locked = 0 - temp_closet.icon_state = temp_closet.icon_closed + temp_closet.locked = FALSE + temp_closet.close() for(var/obj/machinery/door_timer/temp_timer in src) temp_timer.releasetime = 1 ..() @@ -1399,7 +1399,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station /area/security/prison/prison_break() for(var/obj/structure/closet/secure_closet/brig/temp_closet in src) temp_closet.locked = 0 - temp_closet.icon_state = temp_closet.icon_closed + temp_closet.close() for(var/obj/machinery/door_timer/temp_timer in src) temp_timer.releasetime = 1 ..() @@ -1544,7 +1544,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station /area/security/vacantoffice2 name = "\improper Vacant Office" icon_state = "security" - + /area/security/permasolitary name = "Solitary Confinement" icon_state = "solitary" diff --git a/code/game/machinery/doors/brigdoors.dm b/code/game/machinery/doors/brigdoors.dm index 369dcf43fd3..0ea43c82520 100644 --- a/code/game/machinery/doors/brigdoors.dm +++ b/code/game/machinery/doors/brigdoors.dm @@ -206,8 +206,8 @@ continue if(C.opened && !C.close()) continue - C.locked = 1 - C.icon_state = C.add_overlay("locked") + C.locked = TRUE + C.close() for(var/obj/machinery/treadmill_monitor/T in targets) T.total_joules = 0 diff --git a/code/game/objects/items/random_items.dm b/code/game/objects/items/random_items.dm index 04715c44c33..31c23ba3b52 100644 --- a/code/game/objects/items/random_items.dm +++ b/code/game/objects/items/random_items.dm @@ -233,6 +233,7 @@ name = "unlabelled booze closet" req_access = list(ACCESS_BAR) icon_state = "cabinet" + open_door_sprite = "cabient_door" open_sound = 'sound/machines/wooden_closet_open.ogg' close_sound = 'sound/machines/wooden_closet_close.ogg' open_sound_volume = 25 diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index 80f506aae3e..59be20a12f5 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -10,6 +10,8 @@ var/icon_closed var/icon_opened var/is_wardrobe + var/open_door_sprite = "generic_door" + var/shared_open_sprite var/opened = FALSE var/welded = FALSE var/locked = FALSE @@ -31,8 +33,11 @@ icon_closed = "[icon_state]" if(!is_wardrobe) icon_opened = "[icon_state]_open" + else if(shared_open_sprite) + icon_opened = shared_open_sprite else icon_opened = "generic_open" + open_door_sprite = "generic_door" if(mapload && !opened) // Youre probably asking, why is this a 0 seconds timer AA? // Well, I will tell you. One day, all /obj/effect/spawner will use Initialize @@ -312,6 +317,7 @@ /obj/structure/closet/proc/update_overlays() overlays.Cut() if(opened) + overlays += open_door_sprite return if(welded) overlays += "welded" diff --git a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm index 406648cdc41..240a2fa3c26 100644 --- a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm +++ b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm @@ -3,6 +3,7 @@ desc = "Just a box..." icon = 'icons/obj/cardboard_boxes.dmi' icon_state = "cardboard" + open_door_sprite = null resistance_flags = FLAMMABLE max_integrity = 70 integrity_failure = 0 diff --git a/code/game/objects/structures/crates_lockers/closets/coffin.dm b/code/game/objects/structures/crates_lockers/closets/coffin.dm index 73b2e78f5f1..f0e319ae5c1 100644 --- a/code/game/objects/structures/crates_lockers/closets/coffin.dm +++ b/code/game/objects/structures/crates_lockers/closets/coffin.dm @@ -2,6 +2,7 @@ name = "coffin" desc = "It's a burial receptacle for the dearly departed." icon_state = "coffin" + open_door_sprite = null resistance_flags = FLAMMABLE max_integrity = 70 material_drop = /obj/item/stack/sheet/wood diff --git a/code/game/objects/structures/crates_lockers/closets/crittercrate.dm b/code/game/objects/structures/crates_lockers/closets/crittercrate.dm index 83f34b4eb07..ccd41a88e64 100644 --- a/code/game/objects/structures/crates_lockers/closets/crittercrate.dm +++ b/code/game/objects/structures/crates_lockers/closets/crittercrate.dm @@ -2,4 +2,5 @@ name = "critter crate" desc = "A crate which can sustain life for a while." icon_state = "critter" + open_door_sprite = null material_drop = /obj/item/stack/sheet/wood diff --git a/code/game/objects/structures/crates_lockers/closets/fireaxe.dm b/code/game/objects/structures/crates_lockers/closets/fireaxe.dm index 4eda067ca51..3504211a134 100644 --- a/code/game/objects/structures/crates_lockers/closets/fireaxe.dm +++ b/code/game/objects/structures/crates_lockers/closets/fireaxe.dm @@ -6,6 +6,7 @@ icon_state = "fireaxe1000" icon_closed = "fireaxe1000" icon_opened = "fireaxe1100" + open_door_sprite = null anchored = TRUE density = FALSE armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50) diff --git a/code/game/objects/structures/crates_lockers/closets/fitness.dm b/code/game/objects/structures/crates_lockers/closets/fitness.dm index 56bfa47bc27..8f0c52e227b 100644 --- a/code/game/objects/structures/crates_lockers/closets/fitness.dm +++ b/code/game/objects/structures/crates_lockers/closets/fitness.dm @@ -20,6 +20,7 @@ /obj/structure/closet/boxinggloves name = "boxing gloves" desc = "It's a storage unit for gloves for use in the boxing ring." + is_wardrobe = TRUE /obj/structure/closet/boxinggloves/populate_contents() new /obj/item/clothing/gloves/boxing/blue(src) @@ -31,6 +32,7 @@ /obj/structure/closet/masks name = "mask closet" desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!" + is_wardrobe = TRUE /obj/structure/closet/masks/populate_contents() new /obj/item/clothing/mask/luchador(src) diff --git a/code/game/objects/structures/crates_lockers/closets/gimmick.dm b/code/game/objects/structures/crates_lockers/closets/gimmick.dm index 9d94ff8f659..9a7a93f3da9 100644 --- a/code/game/objects/structures/crates_lockers/closets/gimmick.dm +++ b/code/game/objects/structures/crates_lockers/closets/gimmick.dm @@ -2,6 +2,7 @@ name = "cabinet" desc = "Old will forever be in fashion." icon_state = "cabinet" + open_door_sprite = "cabient_door" resistance_flags = FLAMMABLE open_sound = 'sound/machines/wooden_closet_open.ogg' close_sound = 'sound/machines/wooden_closet_close.ogg' @@ -19,17 +20,20 @@ name = "strange closet" desc = "It looks alien!" icon_state = "alien" + open_door_sprite = "alien_door" /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" + open_door_sprite = "syndicate1_door" 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" + open_door_sprite = "syndicate1_door" /obj/structure/closet/gimmick/russian/populate_contents() new /obj/item/clothing/head/ushanka(src) @@ -48,6 +52,7 @@ name = "tacticool gear closet" desc = "It's a storage unit for Tacticool gear." icon_state = "syndicate1" + open_door_sprite = "syndicate1_door" /obj/structure/closet/gimmick/tacticool/populate_contents() new /obj/item/clothing/glasses/eyepatch(src) @@ -70,6 +75,7 @@ name = "\improper Thunderdome closet" desc = "Everything you need!" icon_state = "syndicate" + open_door_sprite = "syndicate_door" anchored = 1 /obj/structure/closet/thunderdome/tdred @@ -98,6 +104,7 @@ /obj/structure/closet/thunderdome/tdgreen name = "green-team Thunderdome closet" icon_state = "syndicate1" + open_door_sprite = "syndicate1_door" /obj/structure/closet/thunderdome/tdgreen/populate_contents() new /obj/item/clothing/suit/armor/tdome/green(src) diff --git a/code/game/objects/structures/crates_lockers/closets/l3closet.dm b/code/game/objects/structures/crates_lockers/closets/l3closet.dm index 5d485ce56a0..cd0020c70d5 100644 --- a/code/game/objects/structures/crates_lockers/closets/l3closet.dm +++ b/code/game/objects/structures/crates_lockers/closets/l3closet.dm @@ -2,6 +2,7 @@ name = "level-3 biohazard suit closet" desc = "It's a storage unit for level-3 biohazard gear." icon_state = "bio" + open_door_sprite = "bio_door" /obj/structure/closet/l3closet/populate_contents() new /obj/item/storage/bag/bio( src ) @@ -10,6 +11,7 @@ /obj/structure/closet/l3closet/general icon_state = "bio" + open_door_sprite = "bio_door" /obj/structure/closet/l3closet/general/populate_contents() new /obj/item/clothing/suit/bio_suit/general( src ) @@ -17,6 +19,7 @@ /obj/structure/closet/l3closet/virology icon_state = "bio_viro" + open_door_sprite = "bio_viro_door" /obj/structure/closet/l3closet/virology/populate_contents() new /obj/item/storage/bag/bio( src ) @@ -27,6 +30,7 @@ /obj/structure/closet/l3closet/security icon_state = "bio_sec" + open_door_sprite = "bio_sec_door" /obj/structure/closet/l3closet/security/populate_contents() new /obj/item/clothing/suit/bio_suit/security( src ) @@ -34,6 +38,7 @@ /obj/structure/closet/l3closet/janitor icon_state = "bio_jan" + open_door_sprite = "bio_jan_door" /obj/structure/closet/l3closet/janitor/populate_contents() new /obj/item/clothing/suit/bio_suit/janitor( src ) @@ -41,6 +46,7 @@ /obj/structure/closet/l3closet/scientist icon_state = "bio" + open_door_sprite = "bio_door" /obj/structure/closet/l3closet/scientist/populate_contents() new /obj/item/storage/bag/bio( src ) diff --git a/code/game/objects/structures/crates_lockers/closets/malfunction.dm b/code/game/objects/structures/crates_lockers/closets/malfunction.dm index 5665c22e234..fb834c86d95 100644 --- a/code/game/objects/structures/crates_lockers/closets/malfunction.dm +++ b/code/game/objects/structures/crates_lockers/closets/malfunction.dm @@ -2,6 +2,7 @@ /obj/structure/closet/malf/suits desc = "It's a storage unit for operational gear." icon_state = "syndicate" + open_door_sprite = "syndicate_door" /obj/structure/closet/malf/suits/populate_contents() new /obj/item/tank/jetpack/void(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/bar.dm b/code/game/objects/structures/crates_lockers/closets/secure/bar.dm index 2e47fc0a458..72b5cd1e34c 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/bar.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/bar.dm @@ -2,6 +2,7 @@ name = "Booze cabinet" req_access = list(ACCESS_BAR) icon_state = "cabinet" + open_door_sprite = "cabinet_door" resistance_flags = FLAMMABLE max_integrity = 70 open_sound = 'sound/machines/wooden_closet_open.ogg' diff --git a/code/game/objects/structures/crates_lockers/closets/secure/cargo.dm b/code/game/objects/structures/crates_lockers/closets/secure/cargo.dm index ceef1a2ad1d..4a0818a9322 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/cargo.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/cargo.dm @@ -2,6 +2,7 @@ name = "cargo technician's locker" req_access = list(ACCESS_CARGO) icon_state = "cargo" + open_door_sprite = "mining_door" /obj/structure/closet/secure_closet/cargotech/populate_contents() new /obj/item/clothing/under/rank/cargotech(src) @@ -17,6 +18,7 @@ name = "quartermaster's locker" req_access = list(ACCESS_QM) icon_state = "qm" + open_door_sprite = "mining_door" /obj/structure/closet/secure_closet/quartermaster/populate_contents() new /obj/item/clothing/under/rank/cargo(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm b/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm index af646ad3017..17e32c7484e 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm @@ -3,6 +3,7 @@ desc = "A lockable storage unit for Nanotrasen-approved religious attire." req_access = list(ACCESS_CHAPEL_OFFICE) icon_state = "chaplain" + open_door_sprite = "chaplain_door" /obj/structure/closet/secure_closet/chaplain/populate_contents() new /obj/item/clothing/under/rank/chaplain(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm b/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm index 6ed6a704a77..cce1b60abae 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm @@ -2,6 +2,7 @@ name = "chief engineer's locker" req_access = list(ACCESS_CE) icon_state = "ce" + open_door_sprite = "white_secure_door" /obj/structure/closet/secure_closet/engineering_chief/populate_contents() if(prob(50)) @@ -42,6 +43,8 @@ name = "electrical supplies locker" req_access = list(ACCESS_ENGINE_EQUIP) icon_state = "eng_elec" + open_door_sprite = "eng_door" + shared_open_sprite = "eng_open" /obj/structure/closet/secure_closet/engineering_electrical/populate_contents() new /obj/item/clothing/gloves/color/yellow(src) @@ -62,6 +65,8 @@ name = "welding supplies locker" req_access = list(ACCESS_ENGINE_EQUIP) icon_state = "eng_weld" + open_door_sprite = "eng_door" + shared_open_sprite = "eng_open" /obj/structure/closet/secure_closet/engineering_welding/populate_contents() new /obj/item/clothing/head/welding(src) @@ -76,6 +81,7 @@ name = "engineer's locker" req_access = list(ACCESS_ENGINE_EQUIP) icon_state = "eng_secure" + open_door_sprite = "eng_secure_door" /obj/structure/closet/secure_closet/engineering_personal/populate_contents() if(prob(50)) @@ -99,6 +105,7 @@ name = "technician's locker" req_access = list(ACCESS_ATMOSPHERICS) icon_state = "atmos" + open_door_sprite = "eng_secure_door" /obj/structure/closet/secure_closet/atmos_personal/populate_contents() new /obj/item/radio/headset/headset_eng(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm b/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm index cc5c86574c5..c7c99e2eb1d 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm @@ -45,6 +45,7 @@ /obj/structure/closet/secure_closet/freezer/meat name = "meat fridge" icon_state = "freezer" + open_door_sprite = "freezer_door" /obj/structure/closet/secure_closet/freezer/meat/populate_contents() for(var/i in 1 to 4) @@ -57,6 +58,7 @@ /obj/structure/closet/secure_closet/freezer/fridge name = "refrigerator" icon_state = "freezer" + open_door_sprite = "freezer_door" /obj/structure/closet/secure_closet/freezer/fridge/populate_contents() for(var/i in 1 to 5) @@ -72,6 +74,7 @@ /obj/structure/closet/secure_closet/freezer/money name = "freezer" icon_state = "freezer" + open_door_sprite = "freezer_door" req_access = list(ACCESS_HEADS_VAULT) /obj/structure/closet/secure_closet/freezer/money/populate_contents() diff --git a/code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm b/code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm index 51312a235d9..7f7647a606b 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm @@ -2,6 +2,7 @@ name = "botanist's locker" req_access = list(ACCESS_HYDROPONICS) icon_state = "hydro" + open_door_sprite = "hydro_door" /obj/structure/closet/secure_closet/hydroponics/populate_contents() switch(rand(1,2)) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/medical.dm b/code/game/objects/structures/crates_lockers/closets/secure/medical.dm index e5d37538ec5..cf921d230b2 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/medical.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/medical.dm @@ -2,6 +2,8 @@ name = "medicine closet" desc = "Filled with medical junk." icon_state = "med" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_MEDICAL) /obj/structure/closet/secure_closet/medical1/populate_contents() @@ -24,6 +26,8 @@ name = "anesthetic locker" desc = "Used to knock people out." icon_state = "med" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_SURGERY) /obj/structure/closet/secure_closet/medical2/populate_contents() @@ -39,6 +43,7 @@ name = "medical doctor's locker" req_access = list(ACCESS_SURGERY) icon_state = "med_secure" + open_door_sprite = "white_secure_door" /obj/structure/closet/secure_closet/medical3/populate_contents() if(prob(50)) @@ -64,6 +69,8 @@ name = "exam room closet" desc = "Filled with exam room materials." icon_state = "med" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_MEDICAL) /obj/structure/closet/secure_closet/exam/populate_contents() @@ -108,6 +115,7 @@ name = "psychiatrist's locker" req_access = list(ACCESS_PSYCHIATRIST) icon_state = "med_secure" + open_door_sprite = "white_secure_door" /obj/structure/closet/secure_closet/psychiatrist/populate_contents() new /obj/item/clothing/suit/straight_jacket(src) @@ -126,6 +134,7 @@ name = "chief medical officer's locker" req_access = list(ACCESS_CMO) icon_state = "cmo" + open_door_sprite = "cmo_door" /obj/structure/closet/secure_closet/CMO/populate_contents() if(prob(50)) @@ -178,6 +187,8 @@ name = "chemical closet" desc = "Store dangerous chemicals in here." icon_state = "chemical" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_CHEMISTRY) /obj/structure/closet/secure_closet/chemical/populate_contents() @@ -190,6 +201,8 @@ name = "paramedic EVA gear" desc = "A locker with a Paramedic EVA suit." icon_state = "med" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_PARAMEDIC) /obj/structure/closet/secure_closet/paramedic/populate_contents() @@ -204,6 +217,8 @@ name = "chemical storage closet" desc = "Store dangerous chemicals in here." icon_state = "chemical" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_CHEMISTRY) /obj/structure/closet/secure_closet/reagents/populate_contents() diff --git a/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm b/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm index c2dadfe2b88..b5412a2ab9b 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm @@ -2,6 +2,7 @@ name = "clown's locker" req_access = list(ACCESS_CLOWN) icon_state = "clown" + open_door_sprite = "clown_door" /obj/structure/closet/secure_closet/clown/populate_contents() new /obj/item/storage/backpack/clown(src) @@ -22,6 +23,7 @@ name = "mime's locker" req_access = list(ACCESS_MIME) icon_state = "mime" + open_door_sprite = "mime_door" /obj/structure/closet/secure_closet/mime/populate_contents() new /obj/item/clothing/head/beret(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/personal.dm b/code/game/objects/structures/crates_lockers/closets/secure/personal.dm index 8d45e2541e2..45277a0568a 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/personal.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/personal.dm @@ -25,6 +25,7 @@ /obj/structure/closet/secure_closet/personal/cabinet icon_state = "cabinet" + open_door_sprite = "cabient_door" resistance_flags = FLAMMABLE max_integrity = 70 open_sound = 'sound/machines/wooden_closet_open.ogg' diff --git a/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm b/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm index e861fb6e392..217e1367336 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm @@ -2,6 +2,7 @@ name = "scientist's locker" req_access = list(ACCESS_TOX_STORAGE) icon_state = "science" + open_door_sprite = "white_secure_door" /obj/structure/closet/secure_closet/scientist/populate_contents() new /obj/item/storage/backpack/science(src) @@ -21,6 +22,7 @@ name = "roboticist's locker" req_access = list(ACCESS_ROBOTICS) icon_state = "science" + open_door_sprite = "white_secure_door" /obj/structure/closet/secure_closet/roboticist/populate_contents() new /obj/item/storage/backpack(src) @@ -38,6 +40,7 @@ name = "research director's locker" req_access = list(ACCESS_RD) icon_state = "rd" + open_door_sprite = "rd_door" /obj/structure/closet/secure_closet/RD/populate_contents() new /obj/item/clothing/suit/bio_suit/scientist(src) @@ -63,6 +66,8 @@ name = "research chemical storage closet" desc = "Store dangerous chemicals in here." icon_state = "rchemical" + open_door_sprite = "med_door" + shared_open_sprite = "med_open" req_access = list(ACCESS_TOX_STORAGE) /obj/structure/closet/secure_closet/research_reagents/populate_contents() diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm index e672d3a9061..61e669e97fe 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm @@ -3,6 +3,7 @@ desc = "It's an immobile card-locked storage unit." icon = 'icons/obj/closet.dmi' icon_state = "secure" + open_door_sprite = "secure_door" density = TRUE opened = FALSE locked = TRUE @@ -108,6 +109,7 @@ /obj/structure/closet/secure_closet/update_overlays() //Putting the welded stuff in update_overlays() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot) overlays.Cut() if(opened) + overlays += open_door_sprite return if(welded) overlays += "welded" diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm index ef25d32678c..b64e2ddedcc 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm @@ -2,6 +2,7 @@ name = "captain's locker" req_access = list(ACCESS_CAPTAIN) icon_state = "cap" + open_door_sprite = "cap_door" /obj/structure/closet/secure_closet/captains/populate_contents() if(prob(50)) @@ -35,6 +36,7 @@ name = "head of personnel's locker" req_access = list(ACCESS_HOP) icon_state = "hop" + open_door_sprite = "hop_door" /obj/structure/closet/secure_closet/hop/populate_contents() new /obj/item/clothing/glasses/hud/skills/sunglasses(src) @@ -56,6 +58,7 @@ name = "head of personnel's attire" req_access = list(ACCESS_HOP) icon_state = "hop" + open_door_sprite = "hop_door" /obj/structure/closet/secure_closet/hop2/populate_contents() new /obj/item/clothing/under/rank/head_of_personnel(src) @@ -77,6 +80,7 @@ name = "head of security's locker" req_access = list(ACCESS_HOS) icon_state = "hos" + open_door_sprite = "hos_door" /obj/structure/closet/secure_closet/hos/populate_contents() if(prob(50)) @@ -111,6 +115,7 @@ name = "warden's locker" req_access = list(ACCESS_ARMORY) icon_state = "warden" + open_door_sprite = "sec_door" /obj/structure/closet/secure_closet/warden/populate_contents() if(prob(50)) @@ -143,6 +148,7 @@ name = "security officer's locker" req_access = list(ACCESS_SECURITY) icon_state = "sec" + open_door_sprite = "sec_door" /obj/structure/closet/secure_closet/security/populate_contents() if(prob(50)) @@ -168,6 +174,7 @@ name = "brig physician's locker" req_access = list(ACCESS_SECURITY) icon_state = "med" + open_door_sprite = "med_door" /obj/structure/closet/secure_closet/brigdoc/populate_contents() if(prob(50)) @@ -192,6 +199,8 @@ name = "blueshield's locker" req_access = list(ACCESS_BLUESHIELD) icon_state = "bs" + open_door_sprite = "hop_door" + shared_open_sprite = "hop_open" /obj/structure/closet/secure_closet/blueshield/populate_contents() new /obj/item/storage/briefcase(src) @@ -221,6 +230,8 @@ name = "\improper Nanotrasen Representative's locker" req_access = list(ACCESS_NTREP) icon_state = "ntr" + open_door_sprite = "hop_door" + shared_open_sprite = "hop_open" /obj/structure/closet/secure_closet/ntrep/populate_contents() new /obj/item/book/manual/faxes(src) @@ -273,6 +284,7 @@ name = "detective's cabinet" req_access = list(ACCESS_FORENSICS_LOCKERS) icon_state = "cabinet" + open_door_sprite = "cabinet_door" resistance_flags = FLAMMABLE max_integrity = 70 open_sound = 'sound/machines/wooden_closet_open.ogg' @@ -342,6 +354,7 @@ name = "\improper Magistrate's locker" req_access = list(ACCESS_MAGISTRATE) icon_state = "magi" + open_door_sprite = "chaplain_door" /obj/structure/closet/secure_closet/magistrate/populate_contents() new /obj/item/book/manual/faxes(src) diff --git a/code/game/objects/structures/crates_lockers/closets/syndicate.dm b/code/game/objects/structures/crates_lockers/closets/syndicate.dm index 4e350812d86..80c12703198 100644 --- a/code/game/objects/structures/crates_lockers/closets/syndicate.dm +++ b/code/game/objects/structures/crates_lockers/closets/syndicate.dm @@ -2,6 +2,7 @@ name = "armoury closet" desc = "Why is this here?" icon_state = "syndicate" + open_door_sprite = "syndicate_door" /obj/structure/closet/syndicate/personal desc = "It's a storage unit for operative gear." diff --git a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm index 3b68fa565f5..13adb84769e 100644 --- a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm @@ -16,6 +16,7 @@ name = "emergency closet" desc = "It's a storage unit for emergency breathmasks and o2 tanks." icon_state = "emergency" + open_door_sprite = "emergency_door" /obj/structure/closet/emcloset/anchored anchored = TRUE @@ -61,6 +62,7 @@ name = "fire-safety closet" desc = "It's a storage unit for fire-fighting supplies." icon_state = "fire" + open_door_sprite = "fire_door" /obj/structure/closet/firecloset/populate_contents() new /obj/item/extinguisher(src) @@ -85,6 +87,8 @@ name = "tool closet" desc = "It's a storage unit for tools." icon_state = "eng_tool" + open_door_sprite = "eng_door" + shared_open_sprite = "eng_open" /obj/structure/closet/toolcloset/populate_contents() if(prob(40)) @@ -126,6 +130,8 @@ name = "radiation suit closet" desc = "It's a storage unit for rad-protective suits." icon_state = "eng_rad" + open_door_sprite = "eng_door" + shared_open_sprite = "eng_open" /obj/structure/closet/radiation/populate_contents() new /obj/item/geiger_counter(src) @@ -139,6 +145,7 @@ name = "\improper EOD closet" desc = "It's a storage unit for explosion-protective suits." icon_state = "bomb" + open_door_sprite = "bomb_door" /obj/structure/closet/bombcloset/populate_contents() new /obj/item/clothing/suit/bomb_suit( src ) @@ -151,6 +158,7 @@ name = "\improper EOD closet" desc = "It's a storage unit for explosion-protective suits." icon_state = "bomb" + open_door_sprite = "bomb_door" /obj/structure/closet/bombclosetsecurity/populate_contents() new /obj/item/clothing/suit/bomb_suit/security( src ) diff --git a/code/modules/admin/topic.dm b/code/modules/admin/topic.dm index 94b10cf04a7..3e0de827192 100644 --- a/code/modules/admin/topic.dm +++ b/code/modules/admin/topic.dm @@ -1295,8 +1295,8 @@ if(!prison_cell) return var/obj/structure/closet/secure_closet/brig/locker = new /obj/structure/closet/secure_closet/brig(prison_cell) - locker.opened = 0 - locker.locked = 1 + locker.opened = FALSE + locker.locked = TRUE //strip their stuff and stick it in the crate for(var/obj/item/I in M) diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index 9ca68ec2f6f..775146e5c68 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -42,6 +42,7 @@ /obj/structure/closet/secure_closet/miner name = "miner's equipment" icon_state = "mining" + open_door_sprite = "mining_door" req_access = list(ACCESS_MINING) /obj/structure/closet/secure_closet/miner/populate_contents() diff --git a/icons/obj/closet.dmi b/icons/obj/closet.dmi index a6f2a064214..4349dcebcaf 100644 Binary files a/icons/obj/closet.dmi and b/icons/obj/closet.dmi differ