[PORT/FEATURE] Animated closet doors (#26832)

* Adds animated closets

* Remove unecessary icon states and fixes secure closets

* Actually fixes secure closets

* Please our linting overlords.

* Fixes non-crate subtypes

* Update code/game/objects/structures/crates_lockers/closets.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Chap <erwin@lombok.demon.nl>

* Moved legacy closet icons to seperate file

* Remove some unused variables

* GC

* Moved to proper destroy

* It's good when code compiles

---------

Signed-off-by: Chap <erwin@lombok.demon.nl>
Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
Chap
2024-10-14 16:05:16 +02:00
committed by GitHub
parent cd14b6114c
commit b51cc0f31c
34 changed files with 248 additions and 226 deletions
+8
View File
@@ -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
+4 -5
View File
@@ -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"
@@ -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)
@@ -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
@@ -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"
@@ -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)
@@ -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)
@@ -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()
@@ -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 )
@@ -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)
@@ -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'
@@ -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)
@@ -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)
@@ -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)
@@ -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()
@@ -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)
@@ -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))
@@ -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()
@@ -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
@@ -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'
@@ -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()
@@ -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
@@ -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)
@@ -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."
@@ -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 )
@@ -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))
@@ -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
@@ -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"