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[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:
@@ -60,3 +60,11 @@
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..()
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pixel_x += rand(-10, 10)
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pixel_y += rand(-10, 10)
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/// Door overlay for animating closets
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/obj/effect/overlay/closet_door
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anchored = TRUE
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plane = FLOAT_PLANE
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layer = FLOAT_LAYER
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vis_flags = VIS_INHERIT_ID
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appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
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@@ -16,9 +16,9 @@
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name = "body bag"
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desc = "A plastic bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_closed"
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icon_closed = "bodybag_closed"
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icon_opened = "bodybag_open"
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icon_state = "bodybag"
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enable_door_overlay = FALSE
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door_anim_time = 0
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density = FALSE
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integrity_failure = 0
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open_sound = 'sound/items/zip.ogg'
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@@ -27,7 +27,6 @@
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close_sound_volume = 15
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var/item_path = /obj/item/bodybag
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/obj/structure/closet/body_bag/attackby(obj/item/I, mob/user, params)
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if(is_pen(I))
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var/t = rename_interactive(user, I)
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@@ -54,7 +53,7 @@
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return FALSE
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/obj/structure/closet/body_bag/update_overlays()
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..()
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. = ..()
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if(name != initial(name))
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. += "bodybag_label"
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@@ -9,7 +9,10 @@
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60)
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var/icon_closed
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var/icon_opened
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var/open_door_sprite = "generic_door"
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/// Overwrites icon_state for the opened door sprite. Only necessary if the opened door sprite has a different name than the icon_state.
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var/opened_door_sprite
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/// Overwrites icon_state for the closed door sprite. Only necessary if the closed door sprite has a different name than the icon_state.
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var/closed_door_sprite
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var/opened = FALSE
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var/welded = FALSE
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var/locked = FALSE
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@@ -25,13 +28,30 @@
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var/material_drop = /obj/item/stack/sheet/metal
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var/material_drop_amount = 2
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var/transparent
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var/secure = FALSE
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/// The overlay for the closet's door
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var/obj/effect/overlay/closet_door/door_obj
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/// Whether or not this door is being animated
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var/is_animating_door = FALSE
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/// Vertical squish of the door
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var/door_anim_squish = 0.30
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/// The maximum angle the door will be drawn at
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var/door_anim_angle = 136
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/// X position of the closet door hinge
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var/door_hinge_x = -6.5
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/// Amount of time it takes for the door animation to play
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var/door_anim_time = 2.0 // set to 0 to make the door not animate at all
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/// 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.
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var/enable_door_overlay = TRUE
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/// Whether this closet uses a door overlay for when it is opened
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var/has_opened_overlay = TRUE
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/// Whether this closet uses a door overlay for when it is closed
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var/has_closed_overlay = TRUE
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// Please dont override this unless you absolutely have to
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/obj/structure/closet/Initialize(mapload)
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. = ..()
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icon_closed = "[icon_state]"
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if(!icon_opened)
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icon_opened = "[icon_state]_open"
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if(mapload && !opened)
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// Youre probably asking, why is this a 0 seconds timer AA?
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// Well, I will tell you. One day, all /obj/effect/spawner will use Initialize
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@@ -42,6 +62,88 @@
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populate_contents() // Spawn all its stuff
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update_icon() // Set it to the right icon if needed
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/obj/structure/closet/update_icon()
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. = ..()
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if(!enable_door_overlay)
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if(opened)
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icon_state = "[initial(icon_state)]_open"
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else
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icon_state = initial(icon_state)
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/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
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. = new_overlays
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if(enable_door_overlay && !is_animating_door)
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if(opened && has_opened_overlay)
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var/mutable_appearance/door_overlay = mutable_appearance(icon, "[opened_door_sprite || icon_state]_opened", alpha = src.alpha)
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. += door_overlay
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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.
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else if(!opened && has_closed_overlay)
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. += "[closed_door_sprite || icon_state]_closed"
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if(opened)
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return
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if(welded)
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. += "welded"
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if(broken || !secure || is_animating_door)
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return
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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/// Animates the closet door opening and closing
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/obj/structure/closet/proc/animate_door(closing = FALSE)
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if(!door_anim_time)
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return
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if(!door_obj)
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door_obj = new
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var/default_door_icon = "[closed_door_sprite || icon_state]_closed"
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vis_contents += door_obj
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door_obj.icon = icon
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door_obj.icon_state = default_door_icon
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is_animating_door = TRUE
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var/num_steps = door_anim_time / world.tick_lag
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for(var/step in 0 to num_steps)
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var/angle = door_anim_angle * (closing ? 1 - (step / num_steps) : (step / num_steps))
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var/matrix/door_transform = get_door_transform(angle)
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var/door_state
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var/door_layer
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if(angle >= 90)
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door_state = "[opened_door_sprite || icon_state]_back"
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door_layer = FLOAT_LAYER
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else
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door_state = "[closed_door_sprite || icon_state]_closed"
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door_layer = ABOVE_MOB_LAYER
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if(step == 0)
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door_obj.transform = door_transform
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door_obj.icon_state = door_state
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door_obj.layer = door_layer
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else if(step == 1)
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animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
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else
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animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag)
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addtimer(CALLBACK(src, PROC_REF(end_door_animation)), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE)
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/// Ends the door animation and removes the animated overlay
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/obj/structure/closet/proc/end_door_animation()
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is_animating_door = FALSE
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vis_contents -= door_obj
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update_icon()
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COMPILE_OVERLAYS(src)
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/// Calculates the matrix to be applied to the animated door overlay
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/obj/structure/closet/proc/get_door_transform(angle)
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var/matrix/door_matrix = matrix()
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door_matrix.Translate(-door_hinge_x, 0)
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door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
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door_matrix.Translate(door_hinge_x, 0)
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return door_matrix
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// Override this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides
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/obj/structure/closet/proc/populate_contents()
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return
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@@ -60,6 +162,7 @@
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/obj/structure/closet/Destroy(force)
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if(!force)
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dump_contents()
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QDEL_NULL(door_obj)
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return ..()
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/obj/structure/closet/CanPass(atom/movable/mover, turf/target)
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@@ -76,7 +179,6 @@
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for(var/obj/structure/closet/closet in get_turf(src))
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if(closet != src && closet.anchored != 1)
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return FALSE
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return TRUE
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/obj/structure/closet/proc/dump_contents()
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@@ -96,19 +198,20 @@
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for(var/atom/A in contents)
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A.extinguish_light(force)
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/obj/structure/closet/proc/open()
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if(opened)
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return FALSE
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/obj/structure/closet/proc/open(mob/user)
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if(!can_open())
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return FALSE
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dump_contents()
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opened = TRUE
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update_icon()
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return
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if(opened)
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return
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welded = FALSE
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locked = FALSE
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playsound(loc, open_sound, open_sound_volume, TRUE, -3)
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opened = TRUE
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density = FALSE
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dump_contents()
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if(enable_door_overlay)
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animate_door(FALSE)
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update_appearance()
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return TRUE
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/obj/structure/closet/proc/close()
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@@ -147,11 +250,14 @@
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M.forceMove(src)
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itemcount++
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opened = FALSE
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update_icon()
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playsound(loc, close_sound, close_sound_volume, TRUE, -3)
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if(enable_door_overlay)
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animate_door(TRUE)
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update_appearance()
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playsound(loc, close_sound, close_sound_volume, TRUE, -3)
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density = TRUE
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return TRUE
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/obj/structure/closet/proc/toggle(mob/user)
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@@ -313,22 +419,9 @@
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/update_icon_state()
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if(!opened)
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icon_state = "[icon_closed][transparent ? "_trans" : ""]"
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else
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icon_state = "[icon_opened][transparent ? "_trans" : ""]"
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/obj/structure/closet/update_overlays()
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. = ..()
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if(transparent && opened)
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. += "[open_door_sprite]_trans"
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return
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if(opened)
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. += open_door_sprite
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return
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if(welded)
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. += "welded"
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closet_update_overlays(.)
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// Objects that try to exit a locker by stepping were doing so successfully,
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// and due to an oversight in turf/Enter() were going through walls. That
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@@ -414,13 +507,11 @@
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return ..()
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/obj/structure/closet/bluespace
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name = "bluespace closet"
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desc = "A storage unit that moves and stores through the fourth dimension."
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density = FALSE
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icon_state = "bluespace"
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open_door_sprite = "bluespace_door"
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storage_capacity = 60
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var/materials = list(MAT_METAL = 5000, MAT_PLASMA = 2500, MAT_TITANIUM = 500, MAT_BLUESPACE = 500)
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@@ -3,7 +3,8 @@
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desc = "Just a box..."
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icon = 'icons/obj/cardboard_boxes.dmi'
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icon_state = "cardboard"
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open_door_sprite = null
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enable_door_overlay = FALSE
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door_anim_time = 0
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resistance_flags = FLAMMABLE
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max_integrity = 70
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integrity_failure = 0
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@@ -2,7 +2,8 @@
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name = "coffin"
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desc = "It's a burial receptacle for the dearly departed."
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icon_state = "coffin"
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open_door_sprite = null
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enable_door_overlay = FALSE
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door_anim_time = 0
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resistance_flags = FLAMMABLE
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max_integrity = 70
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material_drop = /obj/item/stack/sheet/wood
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@@ -11,15 +12,6 @@
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open_sound_volume = 25
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close_sound_volume = 50
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/obj/structure/closet/coffin/update_icon_state()
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if(!opened)
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/coffin/update_overlays()
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return list()
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/obj/structure/closet/coffin/sarcophagus
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name = "sarcophagus"
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icon_state = "sarc"
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@@ -1,9 +1,8 @@
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/obj/structure/closet/athletic_mixed
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name = "athletic wardrobe"
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desc = "It's a storage unit for athletic wear."
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icon_state = "mixed"
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icon_opened = "generic_open"
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open_door_sprite = "generic_door"
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icon_state = "generic"
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closed_door_sprite = "mixed"
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/obj/structure/closet/athletic_mixed/populate_contents()
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new /obj/item/clothing/under/pants/shorts/grey(src)
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@@ -21,8 +20,6 @@
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/obj/structure/closet/boxinggloves
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name = "boxing gloves"
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desc = "It's a storage unit for gloves for use in the boxing ring."
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icon_opened = "generic_open"
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open_door_sprite = "generic_door"
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/obj/structure/closet/boxinggloves/populate_contents()
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new /obj/item/clothing/gloves/boxing/blue(src)
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@@ -34,8 +31,6 @@
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/obj/structure/closet/masks
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name = "mask closet"
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desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
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icon_opened = "generic_open"
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open_door_sprite = "generic_door"
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/obj/structure/closet/masks/populate_contents()
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new /obj/item/clothing/mask/luchador(src)
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@@ -46,9 +41,8 @@
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/obj/structure/closet/lasertag/red
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name = "red laser tag equipment"
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desc = "It's a storage unit for laser tag equipment."
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icon_state = "red"
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icon_opened = "generic_open"
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open_door_sprite = "generic_door"
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icon_state = "generic"
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closed_door_sprite = "red"
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/obj/structure/closet/lasertag/red/populate_contents()
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new /obj/item/beach_ball/dodgeball(src)
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@@ -63,9 +57,8 @@
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/obj/structure/closet/lasertag/blue
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name = "blue laser tag equipment"
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desc = "It's a storage unit for laser tag equipment."
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icon_state = "blue"
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icon_opened = "generic_open"
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open_door_sprite = "generic_door"
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icon_state = "generic"
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closed_door_sprite = "blue"
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/obj/structure/closet/lasertag/blue/populate_contents()
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new /obj/item/beach_ball/dodgeball(src)
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@@ -2,7 +2,7 @@
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name = "cabinet"
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desc = "Old will forever be in fashion."
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icon_state = "cabinet"
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open_door_sprite = "cabinet_door"
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door_anim_time = 0
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resistance_flags = FLAMMABLE
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open_sound = 'sound/machines/wooden_closet_open.ogg'
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close_sound = 'sound/machines/wooden_closet_close.ogg'
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@@ -29,20 +29,17 @@
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name = "strange closet"
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desc = "It looks alien!"
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icon_state = "alien"
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open_door_sprite = "alien_door"
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/obj/structure/closet/gimmick
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name = "administrative supply closet"
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desc = "It's a storage unit for things that have no right being here."
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icon_state = "syndicate1"
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open_door_sprite = "syndicate1_door"
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anchored = FALSE
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/obj/structure/closet/gimmick/soviet
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name = "soviet surplus closet"
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desc = "A storage unit for surplus USSP equipment."
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icon_state = "syndicate1"
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open_door_sprite = "syndicate1_door"
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/obj/structure/closet/gimmick/soviet/populate_contents()
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new /obj/item/clothing/head/sovietsidecap(src)
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@@ -60,8 +57,6 @@
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/obj/structure/closet/gimmick/tacticool
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name = "tacticool gear closet"
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desc = "It's a storage unit for Tacticool gear."
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icon_state = "syndicate1"
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open_door_sprite = "syndicate1_door"
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/obj/structure/closet/gimmick/tacticool/populate_contents()
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new /obj/item/clothing/glasses/eyepatch(src)
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@@ -84,7 +79,8 @@
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name = "\improper Thunderdome closet"
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desc = "Everything you need!"
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icon_state = "syndicate"
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open_door_sprite = "syndicate_door"
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opened_door_sprite = "syndicate"
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closed_door_sprite = "syndicate"
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anchored = TRUE
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/obj/structure/closet/thunderdome/tdred
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@@ -113,7 +109,8 @@
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/obj/structure/closet/thunderdome/tdgreen
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name = "green-team Thunderdome closet"
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icon_state = "syndicate1"
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open_door_sprite = "syndicate1_door"
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opened_door_sprite = "syndicate1"
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closed_door_sprite = "syndicate1"
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/obj/structure/closet/thunderdome/tdgreen/populate_contents()
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new /obj/item/clothing/suit/armor/tdome/green(src)
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@@ -12,9 +12,8 @@
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||||
/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"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user