diff --git a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm index bf8474adca7..7bcc1262b4b 100644 --- a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm +++ b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm @@ -903,8 +903,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} name = "alien locker" desc = "Contains secrets of the universe." icon_state = "abductor" - icon_closed = "abductor" - icon_opened = "abductor_open" + door_anim_time = 0 material_drop = /obj/item/stack/sheet/mineral/abductor /obj/structure/door_assembly/door_assembly_abductor diff --git a/code/game/objects/effects/overlays.dm b/code/game/objects/effects/overlays.dm index 3513a8827f8..c57228f9fb6 100644 --- a/code/game/objects/effects/overlays.dm +++ b/code/game/objects/effects/overlays.dm @@ -60,3 +60,11 @@ ..() pixel_x += rand(-10, 10) pixel_y += rand(-10, 10) + +/// Door overlay for animating closets +/obj/effect/overlay/closet_door + anchored = TRUE + plane = FLOAT_PLANE + layer = FLOAT_LAYER + vis_flags = VIS_INHERIT_ID + appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE diff --git a/code/game/objects/items/bodybag.dm b/code/game/objects/items/bodybag.dm index 12341795b45..68bb083c199 100644 --- a/code/game/objects/items/bodybag.dm +++ b/code/game/objects/items/bodybag.dm @@ -16,9 +16,9 @@ name = "body bag" desc = "A plastic bag designed for the storage and transportation of cadavers." icon = 'icons/obj/bodybag.dmi' - icon_state = "bodybag_closed" - icon_closed = "bodybag_closed" - icon_opened = "bodybag_open" + icon_state = "bodybag" + enable_door_overlay = FALSE + door_anim_time = 0 density = FALSE integrity_failure = 0 open_sound = 'sound/items/zip.ogg' @@ -27,7 +27,6 @@ close_sound_volume = 15 var/item_path = /obj/item/bodybag - /obj/structure/closet/body_bag/attackby(obj/item/I, mob/user, params) if(is_pen(I)) var/t = rename_interactive(user, I) @@ -54,7 +53,7 @@ return FALSE /obj/structure/closet/body_bag/update_overlays() - ..() + . = ..() if(name != initial(name)) . += "bodybag_label" diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index c6a04c649cb..cbe8e673c7d 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -9,7 +9,10 @@ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60) var/icon_closed var/icon_opened - var/open_door_sprite = "generic_door" + /// Overwrites icon_state for the opened door sprite. Only necessary if the opened door sprite has a different name than the icon_state. + var/opened_door_sprite + /// Overwrites icon_state for the closed door sprite. Only necessary if the closed door sprite has a different name than the icon_state. + var/closed_door_sprite var/opened = FALSE var/welded = FALSE var/locked = FALSE @@ -25,13 +28,30 @@ var/material_drop = /obj/item/stack/sheet/metal var/material_drop_amount = 2 var/transparent + var/secure = FALSE + + /// The overlay for the closet's door + var/obj/effect/overlay/closet_door/door_obj + /// Whether or not this door is being animated + var/is_animating_door = FALSE + /// Vertical squish of the door + var/door_anim_squish = 0.30 + /// The maximum angle the door will be drawn at + var/door_anim_angle = 136 + /// X position of the closet door hinge + var/door_hinge_x = -6.5 + /// Amount of time it takes for the door animation to play + var/door_anim_time = 2.0 // set to 0 to make the door not animate at all + /// Whether this closet uses a door overlay at all. If FALSE, it'll switch to a system where the entire icon_state is replaced with [icon_state]_open instead. + var/enable_door_overlay = TRUE + /// Whether this closet uses a door overlay for when it is opened + var/has_opened_overlay = TRUE + /// Whether this closet uses a door overlay for when it is closed + var/has_closed_overlay = TRUE // Please dont override this unless you absolutely have to /obj/structure/closet/Initialize(mapload) . = ..() - icon_closed = "[icon_state]" - if(!icon_opened) - icon_opened = "[icon_state]_open" 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 @@ -42,6 +62,88 @@ populate_contents() // Spawn all its stuff update_icon() // Set it to the right icon if needed +/obj/structure/closet/update_icon() + . = ..() + if(!enable_door_overlay) + if(opened) + icon_state = "[initial(icon_state)]_open" + else + icon_state = initial(icon_state) + +/obj/structure/closet/proc/closet_update_overlays(list/new_overlays) + . = new_overlays + if(enable_door_overlay && !is_animating_door) + if(opened && has_opened_overlay) + var/mutable_appearance/door_overlay = mutable_appearance(icon, "[opened_door_sprite || icon_state]_opened", alpha = src.alpha) + . += door_overlay + door_overlay.overlays += emissive_blocker(door_overlay.icon, door_overlay.icon_state, alpha = door_overlay.alpha) // If we don't do this the door doesn't block emissives and it looks weird. + else if(!opened && has_closed_overlay) + . += "[closed_door_sprite || icon_state]_closed" + + if(opened) + return + + if(welded) + . += "welded" + + if(broken || !secure || is_animating_door) + return + + //Overlay is similar enough for both that we can use the same mask for both + . += emissive_appearance(icon, "locked", alpha = src.alpha) + . += locked ? "locked" : "unlocked" + +/// Animates the closet door opening and closing +/obj/structure/closet/proc/animate_door(closing = FALSE) + if(!door_anim_time) + return + if(!door_obj) + door_obj = new + var/default_door_icon = "[closed_door_sprite || icon_state]_closed" + vis_contents += door_obj + door_obj.icon = icon + door_obj.icon_state = default_door_icon + is_animating_door = TRUE + var/num_steps = door_anim_time / world.tick_lag + + for(var/step in 0 to num_steps) + var/angle = door_anim_angle * (closing ? 1 - (step / num_steps) : (step / num_steps)) + var/matrix/door_transform = get_door_transform(angle) + var/door_state + var/door_layer + + if(angle >= 90) + door_state = "[opened_door_sprite || icon_state]_back" + door_layer = FLOAT_LAYER + else + door_state = "[closed_door_sprite || icon_state]_closed" + door_layer = ABOVE_MOB_LAYER + + if(step == 0) + door_obj.transform = door_transform + door_obj.icon_state = door_state + door_obj.layer = door_layer + else if(step == 1) + animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW) + else + animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag) + addtimer(CALLBACK(src, PROC_REF(end_door_animation)), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE) + +/// Ends the door animation and removes the animated overlay +/obj/structure/closet/proc/end_door_animation() + is_animating_door = FALSE + vis_contents -= door_obj + update_icon() + COMPILE_OVERLAYS(src) + +/// Calculates the matrix to be applied to the animated door overlay +/obj/structure/closet/proc/get_door_transform(angle) + var/matrix/door_matrix = matrix() + door_matrix.Translate(-door_hinge_x, 0) + door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0)) + door_matrix.Translate(door_hinge_x, 0) + return door_matrix + // Override this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides /obj/structure/closet/proc/populate_contents() return @@ -60,6 +162,7 @@ /obj/structure/closet/Destroy(force) if(!force) dump_contents() + QDEL_NULL(door_obj) return ..() /obj/structure/closet/CanPass(atom/movable/mover, turf/target) @@ -76,7 +179,6 @@ for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src && closet.anchored != 1) return FALSE - return TRUE /obj/structure/closet/proc/dump_contents() @@ -96,19 +198,20 @@ for(var/atom/A in contents) A.extinguish_light(force) -/obj/structure/closet/proc/open() - if(opened) - return FALSE - +/obj/structure/closet/proc/open(mob/user) if(!can_open()) - return FALSE - - dump_contents() - - opened = TRUE - update_icon() + return + if(opened) + return + welded = FALSE + locked = FALSE playsound(loc, open_sound, open_sound_volume, TRUE, -3) + opened = TRUE density = FALSE + dump_contents() + if(enable_door_overlay) + animate_door(FALSE) + update_appearance() return TRUE /obj/structure/closet/proc/close() @@ -147,11 +250,14 @@ M.forceMove(src) itemcount++ - opened = FALSE - update_icon() + playsound(loc, close_sound, close_sound_volume, TRUE, -3) + if(enable_door_overlay) + animate_door(TRUE) + update_appearance() playsound(loc, close_sound, close_sound_volume, TRUE, -3) density = TRUE + return TRUE /obj/structure/closet/proc/toggle(mob/user) @@ -313,22 +419,9 @@ add_fingerprint(user) toggle(user) -/obj/structure/closet/update_icon_state() - if(!opened) - icon_state = "[icon_closed][transparent ? "_trans" : ""]" - else - icon_state = "[icon_opened][transparent ? "_trans" : ""]" - /obj/structure/closet/update_overlays() . = ..() - if(transparent && opened) - . += "[open_door_sprite]_trans" - return - if(opened) - . += open_door_sprite - return - if(welded) - . += "welded" + closet_update_overlays(.) // Objects that try to exit a locker by stepping were doing so successfully, // and due to an oversight in turf/Enter() were going through walls. That @@ -414,13 +507,11 @@ return ..() - /obj/structure/closet/bluespace name = "bluespace closet" desc = "A storage unit that moves and stores through the fourth dimension." density = FALSE icon_state = "bluespace" - open_door_sprite = "bluespace_door" storage_capacity = 60 var/materials = list(MAT_METAL = 5000, MAT_PLASMA = 2500, MAT_TITANIUM = 500, MAT_BLUESPACE = 500) diff --git a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm index 5ebf91d6272..fb8aaf79bbe 100644 --- a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm +++ b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm @@ -3,7 +3,8 @@ desc = "Just a box..." icon = 'icons/obj/cardboard_boxes.dmi' icon_state = "cardboard" - open_door_sprite = null + enable_door_overlay = FALSE + door_anim_time = 0 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 bfd0bb4e0bd..e1651a81746 100644 --- a/code/game/objects/structures/crates_lockers/closets/coffin.dm +++ b/code/game/objects/structures/crates_lockers/closets/coffin.dm @@ -2,7 +2,8 @@ name = "coffin" desc = "It's a burial receptacle for the dearly departed." icon_state = "coffin" - open_door_sprite = null + enable_door_overlay = FALSE + door_anim_time = 0 resistance_flags = FLAMMABLE max_integrity = 70 material_drop = /obj/item/stack/sheet/wood @@ -11,15 +12,6 @@ open_sound_volume = 25 close_sound_volume = 50 -/obj/structure/closet/coffin/update_icon_state() - if(!opened) - icon_state = icon_closed - else - icon_state = icon_opened - -/obj/structure/closet/coffin/update_overlays() - return list() - /obj/structure/closet/coffin/sarcophagus name = "sarcophagus" icon_state = "sarc" diff --git a/code/game/objects/structures/crates_lockers/closets/fitness.dm b/code/game/objects/structures/crates_lockers/closets/fitness.dm index cb5bd4a3c77..bf9c8fc54ef 100644 --- a/code/game/objects/structures/crates_lockers/closets/fitness.dm +++ b/code/game/objects/structures/crates_lockers/closets/fitness.dm @@ -1,9 +1,8 @@ /obj/structure/closet/athletic_mixed name = "athletic wardrobe" desc = "It's a storage unit for athletic wear." - icon_state = "mixed" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "mixed" /obj/structure/closet/athletic_mixed/populate_contents() new /obj/item/clothing/under/pants/shorts/grey(src) @@ -21,8 +20,6 @@ /obj/structure/closet/boxinggloves name = "boxing gloves" desc = "It's a storage unit for gloves for use in the boxing ring." - icon_opened = "generic_open" - open_door_sprite = "generic_door" /obj/structure/closet/boxinggloves/populate_contents() new /obj/item/clothing/gloves/boxing/blue(src) @@ -34,8 +31,6 @@ /obj/structure/closet/masks name = "mask closet" desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!" - icon_opened = "generic_open" - open_door_sprite = "generic_door" /obj/structure/closet/masks/populate_contents() new /obj/item/clothing/mask/luchador(src) @@ -46,9 +41,8 @@ /obj/structure/closet/lasertag/red name = "red laser tag equipment" desc = "It's a storage unit for laser tag equipment." - icon_state = "red" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "red" /obj/structure/closet/lasertag/red/populate_contents() new /obj/item/beach_ball/dodgeball(src) @@ -63,9 +57,8 @@ /obj/structure/closet/lasertag/blue name = "blue laser tag equipment" desc = "It's a storage unit for laser tag equipment." - icon_state = "blue" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "blue" /obj/structure/closet/lasertag/blue/populate_contents() new /obj/item/beach_ball/dodgeball(src) diff --git a/code/game/objects/structures/crates_lockers/closets/gimmick.dm b/code/game/objects/structures/crates_lockers/closets/gimmick.dm index c1188b9bc64..7d35647dcac 100644 --- a/code/game/objects/structures/crates_lockers/closets/gimmick.dm +++ b/code/game/objects/structures/crates_lockers/closets/gimmick.dm @@ -2,7 +2,7 @@ name = "cabinet" desc = "Old will forever be in fashion." icon_state = "cabinet" - open_door_sprite = "cabinet_door" + door_anim_time = 0 resistance_flags = FLAMMABLE open_sound = 'sound/machines/wooden_closet_open.ogg' close_sound = 'sound/machines/wooden_closet_close.ogg' @@ -29,20 +29,17 @@ 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 = FALSE /obj/structure/closet/gimmick/soviet name = "soviet surplus closet" desc = "A storage unit for surplus USSP equipment." icon_state = "syndicate1" - open_door_sprite = "syndicate1_door" /obj/structure/closet/gimmick/soviet/populate_contents() new /obj/item/clothing/head/sovietsidecap(src) @@ -60,8 +57,6 @@ /obj/structure/closet/gimmick/tacticool 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) @@ -84,7 +79,8 @@ name = "\improper Thunderdome closet" desc = "Everything you need!" icon_state = "syndicate" - open_door_sprite = "syndicate_door" + opened_door_sprite = "syndicate" + closed_door_sprite = "syndicate" anchored = TRUE /obj/structure/closet/thunderdome/tdred @@ -113,7 +109,8 @@ /obj/structure/closet/thunderdome/tdgreen name = "green-team Thunderdome closet" icon_state = "syndicate1" - open_door_sprite = "syndicate1_door" + opened_door_sprite = "syndicate1" + closed_door_sprite = "syndicate1" /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/job_closets.dm b/code/game/objects/structures/crates_lockers/closets/job_closets.dm index fedd1979d41..c46170d51ad 100644 --- a/code/game/objects/structures/crates_lockers/closets/job_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/job_closets.dm @@ -12,9 +12,8 @@ /obj/structure/closet/gmcloset name = "formal closet" desc = "It's a storage unit for formal clothing." - icon_state = "black" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "black" /obj/structure/closet/gmcloset/populate_contents() new /obj/item/clothing/head/that(src) @@ -40,9 +39,9 @@ /obj/structure/closet/chefcloset name = "chef's closet" desc = "It's a storage unit for foodservice garments." - icon_state = "black" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "black" + /obj/structure/closet/chefcloset/populate_contents() new /obj/item/clothing/under/misc/waiter(src) @@ -68,9 +67,9 @@ /obj/structure/closet/jcloset name = "custodial closet" desc = "It's a storage unit for janitorial clothes and gear." - icon_state = "mixed" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "mixed" + /obj/structure/closet/jcloset/populate_contents() new /obj/item/flashlight(src) @@ -104,9 +103,9 @@ /obj/structure/closet/paramedic name = "paramedic wardrobe" desc = "It's a storage unit for paramedic equipment." - icon_state = "blue" - icon_opened = "generic_open" - open_door_sprite = "generic_door" + icon_state = "generic" + closed_door_sprite = "blue" + /obj/structure/closet/paramedic/populate_contents() diff --git a/code/game/objects/structures/crates_lockers/closets/l3closet.dm b/code/game/objects/structures/crates_lockers/closets/l3closet.dm index fe93f4700a5..adc99a596fe 100644 --- a/code/game/objects/structures/crates_lockers/closets/l3closet.dm +++ b/code/game/objects/structures/crates_lockers/closets/l3closet.dm @@ -2,7 +2,6 @@ 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 ) @@ -17,7 +16,6 @@ /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 ) @@ -28,7 +26,6 @@ /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 ) @@ -36,15 +33,12 @@ /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 ) new /obj/item/clothing/head/bio_hood/janitor( src ) /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 fb834c86d95..5665c22e234 100644 --- a/code/game/objects/structures/crates_lockers/closets/malfunction.dm +++ b/code/game/objects/structures/crates_lockers/closets/malfunction.dm @@ -2,7 +2,6 @@ /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 0cf7d24743a..cb7b14245c3 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/bar.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/bar.dm @@ -2,7 +2,7 @@ name = "Booze cabinet" req_access = list(ACCESS_BAR) icon_state = "cabinet" - open_door_sprite = "cabinet_door" + door_anim_time = 0 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_lockers.dm b/code/game/objects/structures/crates_lockers/closets/secure/cargo_lockers.dm index ba654e80ca5..b7d77603e54 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/cargo_lockers.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/cargo_lockers.dm @@ -2,7 +2,6 @@ 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/cargo/tech(src) @@ -17,7 +16,8 @@ name = "explorer's locker" req_access = list(ACCESS_EXPEDITION) icon_state = "explorer" - open_door_sprite = "mining_door" + opened_door_sprite = "cargo" + /obj/structure/closet/secure_closet/explorer/populate_contents() new /obj/item/radio/headset/headset_cargo/expedition(src) @@ -36,7 +36,7 @@ name = "quartermaster's locker" req_access = list(ACCESS_QM) icon_state = "qm" - open_door_sprite = "mining_door" + opened_door_sprite = "cargo" /obj/structure/closet/secure_closet/quartermaster/populate_contents() new /obj/item/radio/headset/heads/qm(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 ad59607aa3a..396429ac01a 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/chaplain.dm @@ -3,7 +3,9 @@ desc = "A lockable storage unit for Nanotrasen-approved religious attire." req_access = list(ACCESS_CHAPEL_OFFICE) icon_state = "chaplain" - open_door_sprite = "chaplain_door" + opened_door_sprite = "chaplain" + closed_door_sprite = "chaplain" + /obj/structure/closet/secure_closet/chaplain/populate_contents() new /obj/item/storage/bag/garment/chaplain(src) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/engineering_lockers.dm b/code/game/objects/structures/crates_lockers/closets/secure/engineering_lockers.dm index cd5bc0a40cc..62e3181efc5 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/engineering_lockers.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/engineering_lockers.dm @@ -2,7 +2,7 @@ name = "chief engineer's locker" req_access = list(ACCESS_CE) icon_state = "ce" - open_door_sprite = "white_secure_door" + opened_door_sprite = "white_secure" /obj/structure/closet/secure_closet/engineering_chief/populate_contents() if(prob(50)) @@ -36,9 +36,8 @@ /obj/structure/closet/secure_closet/engineering_electrical name = "electrical supplies locker" req_access = list(ACCESS_ENGINE_EQUIP) - icon_state = "eng_elec" - open_door_sprite = "eng_door" - icon_opened = "eng_open" + icon_state = "eng" + closed_door_sprite = "eng_elec" /obj/structure/closet/secure_closet/engineering_electrical/populate_contents() new /obj/item/clothing/gloves/color/yellow(src) @@ -58,9 +57,8 @@ /obj/structure/closet/secure_closet/engineering_welding name = "welding supplies locker" req_access = list(ACCESS_ENGINE_EQUIP) - icon_state = "eng_weld" - open_door_sprite = "eng_door" - icon_opened = "eng_open" + icon_state = "eng" + closed_door_sprite = "eng_weld" /obj/structure/closet/secure_closet/engineering_welding/populate_contents() new /obj/item/clothing/head/welding(src) @@ -74,8 +72,8 @@ /obj/structure/closet/secure_closet/engineering_personal name = "engineer's locker" req_access = list(ACCESS_ENGINE_EQUIP) - icon_state = "eng_secure" - open_door_sprite = "eng_secure_door" + icon_state = "eng" + closed_door_sprite = "eng_elec" /obj/structure/closet/secure_closet/engineering_personal/populate_contents() if(prob(50)) @@ -100,7 +98,7 @@ name = "technician's locker" req_access = list(ACCESS_ATMOSPHERICS) icon_state = "atmos" - open_door_sprite = "eng_secure_door" + opened_door_sprite = "eng_secure" /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 8eead41d209..b057e49c04d 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/freezer.dm @@ -1,5 +1,8 @@ /obj/structure/closet/secure_closet/freezer desc = "It's a card-locked refrigerative storage unit. This one is lead-lined." + door_anim_squish = 0.22 + door_anim_angle = 123 + door_anim_time = 2.50 /obj/structure/closet/secure_closet/freezer/ex_act(severity) // IF INDIANA JONES CAN DO IT SO CAN YOU @@ -40,7 +43,6 @@ /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) @@ -53,7 +55,6 @@ /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) @@ -69,7 +70,6 @@ /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/guncabinet.dm b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm index 5ceea3aadf7..3082640db61 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/guncabinet.dm @@ -2,6 +2,7 @@ name = "gun cabinet" req_access = list(ACCESS_ARMORY) icon = 'icons/obj/guncabinet.dmi' + door_anim_time = 0 icon_state = "base" anchored = TRUE @@ -22,7 +23,7 @@ return TRUE /obj/structure/closet/secure_closet/guncabinet/update_overlays() - . = list() + . = ..() if(!opened) var/lasers = 0 var/ballistics = 0 @@ -45,12 +46,8 @@ gun.pixel_x = i*4 . += gun - - . += "door" if(broken) . += "off" - else if(locked) - . += "locked" /obj/structure/closet/secure_closet/guncabinet/cc req_access = list(ACCESS_CENT_SPECOPS_COMMANDER) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/hydroponics_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/hydroponics_closets.dm index 7e23e79e0d5..bd885e2eaef 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/hydroponics_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/hydroponics_closets.dm @@ -2,7 +2,6 @@ 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_lockers.dm b/code/game/objects/structures/crates_lockers/closets/secure/medical_lockers.dm index dddf8e330af..4deaab7a3af 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/medical_lockers.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/medical_lockers.dm @@ -2,8 +2,6 @@ name = "medicine closet" desc = "Filled with medical junk." icon_state = "med" - open_door_sprite = "med_door" - icon_opened = "med_open" req_access = list(ACCESS_MEDICAL) /obj/structure/closet/secure_closet/medical1/populate_contents() @@ -25,8 +23,6 @@ name = "anesthetic locker" desc = "Used to knock people out." icon_state = "med" - open_door_sprite = "med_door" - icon_opened = "med_open" req_access = list(ACCESS_SURGERY) /obj/structure/closet/secure_closet/medical2/populate_contents() @@ -42,7 +38,7 @@ name = "medical doctor's locker" req_access = list(ACCESS_MEDICAL) icon_state = "med_secure" - open_door_sprite = "white_secure_door" + opened_door_sprite = "white_secure" /obj/structure/closet/secure_closet/medical3/populate_contents() if(prob(50)) @@ -68,8 +64,6 @@ name = "exam room closet" desc = "Filled with exam room materials." icon_state = "med" - open_door_sprite = "med_door" - icon_opened = "med_open" req_access = list(ACCESS_MEDICAL) /obj/structure/closet/secure_closet/exam/populate_contents() @@ -121,7 +115,7 @@ name = "psychiatrist's locker" req_access = list(ACCESS_PSYCHIATRIST) icon_state = "med_secure" - open_door_sprite = "white_secure_door" + opened_door_sprite = "white_secure" /obj/structure/closet/secure_closet/psychiatrist/populate_contents() new /obj/item/storage/bag/garment/psychologist(src) @@ -142,7 +136,6 @@ 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)) @@ -183,9 +176,7 @@ /obj/structure/closet/secure_closet/chemical name = "chemical closet" desc = "Store dangerous chemicals in here." - icon_state = "chemical" - open_door_sprite = "med_door" - icon_opened = "med_open" + icon_state = "med" req_access = list(ACCESS_CHEMISTRY) /obj/structure/closet/secure_closet/chemical/populate_contents() @@ -198,8 +189,6 @@ name = "paramedic EVA gear" desc = "A locker with a Rescue MODsuit." icon_state = "med" - open_door_sprite = "med_door" - icon_opened = "med_open" req_access = list(ACCESS_PARAMEDIC) /obj/structure/closet/secure_closet/paramedic/populate_contents() @@ -220,9 +209,8 @@ /obj/structure/closet/secure_closet/reagents name = "chemical storage closet" desc = "Store dangerous chemicals in here." - icon_state = "chemical" - open_door_sprite = "med_door" - icon_opened = "med_open" + icon_state = "med" + closed_door_sprite = "chemical" req_access = list(ACCESS_CHEMISTRY) /obj/structure/closet/secure_closet/reagents/populate_contents() @@ -236,9 +224,8 @@ /obj/structure/closet/secure_closet/genetics name = "genetics test subject locker" desc = "Storage for lesser form cubes." - icon_state = "genetics" - open_door_sprite = "med_door" - icon_opened = "med_open" + icon_state = "med" + closed_door_sprite = "genetics" req_access = list(ACCESS_GENETICS) /obj/structure/closet/secure_closet/genetics/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 abcc17d1919..d5c3db2497d 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/miscjobs.dm @@ -2,7 +2,6 @@ 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) @@ -28,7 +27,6 @@ name = "mime's locker" req_access = list(ACCESS_MIME) icon_state = "mime" - open_door_sprite = "mime_door" // It's silent! open_sound = null close_sound = null 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 7cf47a65ec1..6e2cb4db730 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/personal.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/personal.dm @@ -23,7 +23,7 @@ /obj/structure/closet/secure_closet/personal/cabinet icon_state = "cabinet" - open_door_sprite = "cabinet_door" + door_anim_time = 0 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 85cf3434504..08b9bfc951a 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm @@ -2,7 +2,7 @@ name = "scientist's locker" req_access = list(ACCESS_TOX_STORAGE) icon_state = "science" - open_door_sprite = "white_secure_door" + opened_door_sprite = "white_secure" /obj/structure/closet/secure_closet/scientist/populate_contents() new /obj/item/storage/backpack/science(src) @@ -22,7 +22,6 @@ name = "roboticist's locker" req_access = list(ACCESS_ROBOTICS) icon_state = "robotics" - open_door_sprite = "robotics_door" /obj/structure/closet/secure_closet/roboticist/populate_contents() new /obj/item/mod/core/standard(src) @@ -43,7 +42,7 @@ 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/storage/bag/garment/research_director(src) @@ -65,9 +64,8 @@ /obj/structure/closet/secure_closet/research_reagents name = "research chemical storage closet" desc = "Store dangerous chemicals in here." - icon_state = "rchemical" - open_door_sprite = "med_door" - icon_opened = "med_open" + icon_state = "med" + closed_door_sprite = "rchemical" 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 88103ce801b..c671be7ebd2 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 @@ -3,9 +3,9 @@ desc = "It's an immobile card-locked storage unit." icon = 'icons/obj/closet.dmi' icon_state = "secure" - open_door_sprite = "secure_door" opened = FALSE locked = TRUE + secure = TRUE can_be_emaged = TRUE max_integrity = 250 armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80) @@ -18,14 +18,6 @@ return FALSE return ..() -/obj/structure/closet/secure_closet/close() - if(..()) - if(broken) - update_icon() - return TRUE - else - return FALSE - /obj/structure/closet/secure_closet/emp_act(severity) for(var/obj/O in src) O.emp_act(severity) @@ -83,20 +75,6 @@ else toggle(user) -/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) - cut_overlays() - if(opened) - add_overlay(open_door_sprite) - return - if(welded) - add_overlay("welded") - if(broken) - return - if(locked) - add_overlay("locked") - else - add_overlay("unlocked") - /obj/structure/closet/secure_closet/container_resist(mob/living/L) var/breakout_time = 2 MINUTES if(opened) @@ -113,7 +91,7 @@ spawn(0) - if(do_after(usr, breakout_time, target = src, allow_moving = TRUE, allow_moving_target = TRUE)) + if(do_after(usr, breakout_time, target = src, allow_moving = TRUE, allow_moving_target = TRUE)) if(!src || !L || L.stat != CONSCIOUS || L.loc != src || opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened return diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security_lockers.dm b/code/game/objects/structures/crates_lockers/closets/secure/security_lockers.dm index 6d96d6e054e..7a7c0986411 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/security_lockers.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/security_lockers.dm @@ -2,7 +2,6 @@ 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)) @@ -25,7 +24,6 @@ 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/cartridge/hop(src) @@ -43,7 +41,6 @@ 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)) @@ -72,7 +69,7 @@ name = "warden's locker" req_access = list(ACCESS_ARMORY) icon_state = "warden" - open_door_sprite = "sec_door" + opened_door_sprite = "sec" /obj/structure/closet/secure_closet/warden/populate_contents() if(prob(50)) @@ -94,7 +91,6 @@ 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)) @@ -123,9 +119,8 @@ /obj/structure/closet/secure_closet/blueshield name = "blueshield's locker" req_access = list(ACCESS_BLUESHIELD) - icon_state = "bs" - open_door_sprite = "hop_door" - icon_opened = "hop_open" + icon_state = "hop" + closed_door_sprite = "bs" /obj/structure/closet/secure_closet/blueshield/populate_contents() new /obj/item/storage/backpack/blueshield(src) @@ -145,9 +140,8 @@ /obj/structure/closet/secure_closet/ntrep name = "\improper Nanotrasen Representative's locker" req_access = list(ACCESS_NTREP) - icon_state = "ntr" - open_door_sprite = "hop_door" - icon_opened = "hop_open" + icon_state = "hop" + closed_door_sprite = "ntr" /obj/structure/closet/secure_closet/ntrep/populate_contents() new /obj/item/book/manual/wiki/faxes(src) @@ -188,7 +182,7 @@ name = "detective's cabinet" req_access = list(ACCESS_FORENSICS_LOCKERS) icon_state = "cabinet" - open_door_sprite = "cabinet_door" + door_anim_time = 0 resistance_flags = FLAMMABLE max_integrity = 70 open_sound = 'sound/machines/wooden_closet_open.ogg' @@ -305,7 +299,7 @@ name = "\improper Magistrate's locker" req_access = list(ACCESS_MAGISTRATE) icon_state = "magi" - open_door_sprite = "chaplain_door" + opened_door_sprite = "chaplain" /obj/structure/closet/secure_closet/magistrate/populate_contents() new /obj/item/book/manual/wiki/faxes(src) @@ -322,9 +316,9 @@ /obj/structure/closet/secure_closet/iaa name = "internal affairs locker" req_access = list(ACCESS_INTERNAL_AFFAIRS) - icon_opened = "magi_open" - icon_state = "iaa" - open_door_sprite = "chaplain_door" + icon_state = "magi" + opened_door_sprite = "chaplain" + closed_door_sprite = "iaa" /obj/structure/closet/secure_closet/iaa/populate_contents() new /obj/item/book/manual/wiki/faxes(src) diff --git a/code/game/objects/structures/crates_lockers/closets/syndicate_lockers.dm b/code/game/objects/structures/crates_lockers/closets/syndicate_lockers.dm index 83aa4880511..c542218bbc3 100644 --- a/code/game/objects/structures/crates_lockers/closets/syndicate_lockers.dm +++ b/code/game/objects/structures/crates_lockers/closets/syndicate_lockers.dm @@ -2,7 +2,8 @@ name = "armoury closet" desc = "Why is this here?" icon_state = "syndicate" - open_door_sprite = "syndicate_door" + opened_door_sprite = "syndicate" + closed_door_sprite = "syndicate" /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 500b4adb101..ca2feacb1a3 100644 --- a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm @@ -16,7 +16,6 @@ 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 @@ -60,7 +59,6 @@ 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) @@ -84,9 +82,8 @@ /obj/structure/closet/toolcloset name = "tool closet" desc = "It's a storage unit for tools." - icon_state = "eng_tool" - open_door_sprite = "eng_door" - icon_opened = "eng_open" + icon_state = "eng" + closed_door_sprite = "eng_tool" /obj/structure/closet/toolcloset/populate_contents() if(prob(40)) @@ -127,9 +124,8 @@ /obj/structure/closet/radiation name = "radiation suit closet" desc = "It's a storage unit for rad-protective suits." - icon_state = "eng_rad" - open_door_sprite = "eng_door" - icon_opened = "eng_open" + icon_state = "eng" + closed_door_sprite = "eng_rad" /obj/structure/closet/radiation/populate_contents() new /obj/item/geiger_counter(src) @@ -143,7 +139,6 @@ 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 ) @@ -156,7 +151,6 @@ 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/game/objects/structures/crates_lockers/closets/wardrobe.dm b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm index 5a886277cb6..04b8ab743c8 100644 --- a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm +++ b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm @@ -1,9 +1,9 @@ /obj/structure/closet/wardrobe name = "wardrobe" desc = "It's a storage unit for standard-issue Nanotrasen attire." - icon_opened = "generic_open" - open_door_sprite = "generic_door" - icon_state = "blue" + icon_state = "generic" + closed_door_sprite = "blue" + /obj/structure/closet/wardrobe/generic // Identical to the base wardrobe, aside from containing some stuff. @@ -22,7 +22,8 @@ /obj/structure/closet/wardrobe/red name = "security wardrobe" - icon_state = "red" + closed_door_sprite = "red" + /obj/structure/closet/wardrobe/populate_contents() new /obj/item/storage/backpack/duffel/security(src) @@ -57,7 +58,7 @@ /obj/structure/closet/redcorp name = "corporate security wardrobe" - icon_state = "red" + closed_door_sprite = "red" /obj/structure/closet/redcorp/populate_contents() new /obj/item/clothing/under/rank/security/officer/corporate(src) @@ -69,7 +70,7 @@ /obj/structure/closet/wardrobe/pink name = "pink wardrobe" - icon_state = "pink" + closed_door_sprite = "pink" /obj/structure/closet/wardrobe/pink/populate_contents() new /obj/item/clothing/under/color/pink(src) @@ -81,7 +82,7 @@ /obj/structure/closet/wardrobe/black name = "black wardrobe" - icon_state = "black" + closed_door_sprite = "black" /obj/structure/closet/wardrobe/black/populate_contents() new /obj/item/clothing/under/color/black(src) @@ -101,7 +102,7 @@ /obj/structure/closet/wardrobe/green name = "green wardrobe" - icon_state = "green" + closed_door_sprite = "green" /obj/structure/closet/wardrobe/green/populate_contents() new /obj/item/clothing/under/color/green(src) @@ -113,7 +114,7 @@ /obj/structure/closet/wardrobe/xenos name = "xenos wardrobe" - icon_state = "green" + closed_door_sprite = "green" /obj/structure/closet/wardrobe/xenos/populate_contents() new /obj/item/clothing/suit/unathi/mantle(src) @@ -130,7 +131,7 @@ /obj/structure/closet/wardrobe/orange name = "orange wardrobe" - icon_state = "orange" + closed_door_sprite = "orange" /obj/structure/closet/wardrobe/orange/populate_contents() new /obj/item/clothing/under/color/orange(src) @@ -154,7 +155,7 @@ /obj/structure/closet/wardrobe/yellow name = "yellow wardrobe" - icon_state = "yellow" + closed_door_sprite = "yellow" /obj/structure/closet/wardrobe/yellow/populate_contents() new /obj/item/clothing/under/color/yellow(src) @@ -167,7 +168,7 @@ /obj/structure/closet/wardrobe/atmospherics_yellow name = "atmospherics wardrobe" - icon_state = "atmos_wardrobe" + closed_door_sprite = "atmos_wardrobe" /obj/structure/closet/wardrobe/atmospherics_yellow/populate_contents() new /obj/item/clothing/under/rank/engineering/atmospheric_technician(src) @@ -190,7 +191,7 @@ /obj/structure/closet/wardrobe/engineering_yellow name = "engineering wardrobe" - icon_state = "yellow" + closed_door_sprite = "yellow" /obj/structure/closet/wardrobe/engineering_yellow/populate_contents() new /obj/item/clothing/under/rank/engineering/engineer(src) @@ -212,7 +213,7 @@ /obj/structure/closet/wardrobe/white name = "white wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/white/populate_contents() new /obj/item/clothing/under/color/white(src) @@ -224,7 +225,7 @@ /obj/structure/closet/wardrobe/medical_white name = "medical doctor's wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/medical_white/populate_contents() new /obj/item/clothing/under/rank/medical/nursesuit (src) @@ -252,7 +253,7 @@ /obj/structure/closet/wardrobe/pjs name = "Pajama wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/pjs/populate_contents() new /obj/item/clothing/under/misc/pj/red(src) @@ -267,7 +268,7 @@ /obj/structure/closet/wardrobe/toxins_white name = "toxins wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/toxins_white/populate_contents() new /obj/item/clothing/under/rank/rnd/scientist(src) @@ -289,7 +290,7 @@ /obj/structure/closet/wardrobe/robotics_black name = "robotics wardrobe" - icon_state = "black" + closed_door_sprite = "black" /obj/structure/closet/wardrobe/robotics_black/populate_contents() new /obj/item/clothing/under/rank/rnd/roboticist(src) @@ -306,7 +307,7 @@ /obj/structure/closet/wardrobe/chemistry_white name = "chemistry wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/chemistry_white/populate_contents() new /obj/item/clothing/under/rank/medical/chemist(src) @@ -329,7 +330,7 @@ /obj/structure/closet/wardrobe/genetics_white name = "genetics wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/genetics_white/populate_contents() new /obj/item/clothing/under/rank/rnd/geneticist(src) @@ -346,7 +347,7 @@ /obj/structure/closet/wardrobe/virology_white name = "virology wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/virology_white/populate_contents() new /obj/item/clothing/under/rank/medical/virologist(src) @@ -367,7 +368,7 @@ /obj/structure/closet/wardrobe/medic_white name = "medical wardrobe" - icon_state = "white" + closed_door_sprite = "white" /obj/structure/closet/wardrobe/medic_white/populate_contents() new /obj/item/clothing/under/rank/medical/doctor(src) @@ -393,7 +394,7 @@ /obj/structure/closet/wardrobe/grey name = "grey wardrobe" - icon_state = "grey" + closed_door_sprite = "grey" /obj/structure/closet/wardrobe/grey/populate_contents() new /obj/item/clothing/under/color/grey(src) @@ -415,7 +416,7 @@ /obj/structure/closet/wardrobe/mixed name = "mixed wardrobe" - icon_state = "mixed" + closed_door_sprite = "mixed" /obj/structure/closet/wardrobe/mixed/populate_contents() new /obj/item/clothing/under/color/blue(src) @@ -435,7 +436,7 @@ /obj/structure/closet/wardrobe/coroner name = "coroner wardrobe" - icon_state = "black" + closed_door_sprite = "black" /obj/structure/closet/wardrobe/coroner/populate_contents() if(prob(50)) diff --git a/code/game/objects/structures/crates_lockers/crittercrate.dm b/code/game/objects/structures/crates_lockers/crittercrate.dm index d11418b046e..a9cde951b34 100644 --- a/code/game/objects/structures/crates_lockers/crittercrate.dm +++ b/code/game/objects/structures/crates_lockers/crittercrate.dm @@ -2,9 +2,9 @@ name = "critter crate" desc = "A crate designed for safe transport of animals. Only openable from the the outside." icon_state = "critter" - icon_opened = "critter_open" - icon_closed = "critter" - open_door_sprite = null + has_opened_overlay = FALSE + closed_door_sprite = "critter" + door_anim_time = 0 var/already_opened = FALSE var/content_mob = null var/amount = 1 diff --git a/code/game/objects/structures/crates_lockers/walllocker.dm b/code/game/objects/structures/crates_lockers/walllocker.dm index 51089a072aa..3ae4503676e 100644 --- a/code/game/objects/structures/crates_lockers/walllocker.dm +++ b/code/game/objects/structures/crates_lockers/walllocker.dm @@ -6,6 +6,8 @@ name = "wall locker" icon = 'icons/obj/walllocker.dmi' icon_state = "wall-locker" + door_anim_time = 0 + enable_door_overlay = FALSE density = FALSE anchored = TRUE icon_closed = "wall-locker" @@ -19,6 +21,7 @@ name = "emergency locker" desc = "A wall mounted locker with emergency supplies" icon_state = "emerg" + door_anim_time = 0 icon_closed = "emerg" icon_opened = "emerg_open" diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index b16300ea457..682a21b7a02 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -22,8 +22,8 @@ /obj/structure/closet/wardrobe/miner name = "mining wardrobe" - icon_state = "mixed" - icon_closed = "mixed" + icon_state = "generic" + closed_door_sprite = "mixed" /obj/structure/closet/wardrobe/miner/populate_contents() new /obj/item/storage/backpack/duffel(src) @@ -46,7 +46,7 @@ /obj/structure/closet/secure_closet/miner name = "miner's equipment" icon_state = "mining" - open_door_sprite = "mining_door" + opened_door_sprite = "cargo" req_access = list(ACCESS_MINING) /obj/structure/closet/secure_closet/miner/populate_contents() diff --git a/icons/obj/bodybag.dmi b/icons/obj/bodybag.dmi index 23ee9f7fe0e..ed3b0f79b16 100644 Binary files a/icons/obj/bodybag.dmi and b/icons/obj/bodybag.dmi differ diff --git a/icons/obj/closet.dmi b/icons/obj/closet.dmi index 7ee905462de..632bde3b53a 100644 Binary files a/icons/obj/closet.dmi and b/icons/obj/closet.dmi differ diff --git a/icons/obj/guncabinet.dmi b/icons/obj/guncabinet.dmi index bf5128e7416..ee54b131fbe 100644 Binary files a/icons/obj/guncabinet.dmi and b/icons/obj/guncabinet.dmi differ diff --git a/icons/obj/legacy_closet.dmi b/icons/obj/legacy_closet.dmi new file mode 100644 index 00000000000..79af106cc8f Binary files /dev/null and b/icons/obj/legacy_closet.dmi differ