locker door and open state trimming

This commit is contained in:
S34NW
2021-09-28 00:51:19 +01:00
parent 929f49b1fb
commit 83f8fbdfac
29 changed files with 98 additions and 8 deletions
@@ -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"
@@ -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
@@ -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
@@ -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
@@ -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)
@@ -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)
@@ -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)
@@ -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 )
@@ -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)
@@ -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'
@@ -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)
@@ -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)
@@ -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)
@@ -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()
@@ -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))
@@ -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()
@@ -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)
@@ -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'
@@ -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()
@@ -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"
@@ -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)
@@ -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."
@@ -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 )