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Lockbox update
Makes it so the mech weapons actually do spawn in lockboxes Also adds a large lockbox to fit the mech weapons (No sprite as of yet)
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@@ -182,7 +182,11 @@
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desc = initial(desc)
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var/obj/item/I = new D.build_path
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I.loc = get_step(src,SOUTH)
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if(D.locked)
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var/obj/item/weapon/storage/lockbox/large/L = new /obj/item/weapon/storage/lockbox/large(src.loc) //(Don't use capitals in paths, or single letters.
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I.loc = L
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else
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I.loc = get_step(src,SOUTH)
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I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL)
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I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS)
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visible_message("\icon[src] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
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@@ -62,6 +62,13 @@
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origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
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return
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/obj/item/weapon/storage/lockbox/large
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name = "Large lockbox"
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desc = "A large lockbox"
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max_w_class = 4
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max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 1
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/obj/item/weapon/storage/lockbox/loyalty
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name = "Lockbox (Loyalty Implants)"
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req_access = list(access_security)
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