More file structuring.

closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.

The closet folder has been re-organized a little.

supplypacks.dm has been moved into the datums folder since that's what it is.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-09-05 22:44:48 +00:00
parent 6da47a1db7
commit d91ea514d9
40 changed files with 1536 additions and 1310 deletions
-474
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@@ -1,474 +0,0 @@
/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "closed"
density = 1
flags = FPRINT
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/acloset
name = "strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/structure/closet/cabinet
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
/obj/structure/closet/cabinet/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/structure/closet/gmcloset
name = "formal closet"
desc = "It's a storage unit for formal clothing."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/emcloset
name = "emergency closet"
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/structure/closet/emcloset/legacy
/obj/structure/closet/firecloset
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/structure/closet/firecloset/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/hydrant //wall mounted fire closet
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/structure/closet/medical_wall/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/toolcloset
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
/obj/structure/closet/jcloset
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/lawcloset
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
/obj/structure/closet/lasertag/red
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/athletic_mixed
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/structure/closet/coffin/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/bombcloset
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/structure/closet/bombclosetsecurity
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/structure/closet/l3closet
name = "level-3 biohazard suit closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/structure/closet/l3closet/general
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/structure/closet/l3closet/virology
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
/obj/structure/closet/l3closet/security
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
/obj/structure/closet/l3closet/janitor
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
/obj/structure/closet/l3closet/scientist
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/syndicate
name = "armoury closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
desc = "It's a storage unit for operative gear."
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for nuclear-operative gear."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/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"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
anchored = 0
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/gimmick/tacticool
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/thunderdome
name = "\improper Thunderdome closet"
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
anchored = 1
/obj/structure/closet/thunderdome/tdred
name = "red-team Thunderdome closet"
/obj/structure/closet/thunderdome/tdgreen
name = "green-team Thunderdome closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/malf/suits
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/black
name = "black wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/green
name = "green wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/mixed
name = "mixed wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_state = "pink"
icon_closed = "pink"
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/white
name = "white wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/pjs
name = "Pajama wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white
name = "toxins wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/robotics_black
name = "robotics wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chemistry_white
name = "chemistry wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white
name = "genetics wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/virology_white
name = "virology wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/yellow
name = "yellow wardrobe"
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/engineering_yellow
name = "engineering wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "atmospherics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_state = "grey"
icon_closed = "grey"
/obj/structure/closet/secure_closet
name = "secure locker"
desc = "It's an immobile card-locked storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "secure1"
density = 1
opened = 0
var/locked = 1
var/broken = 0
var/large = 1
icon_closed = "secure"
var/icon_locked = "secure1"
icon_opened = "secureopen"
var/icon_broken = "securebroken"
var/icon_off = "secureoff"
wall_mounted = 0 //never solid (You can always pass over it)
health = 200
/obj/structure/closet/secure_closet/medical_wall
name = "First Aid Closet"
desc = "It's a secure wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall_locked"
icon_closed = "medical_wall_unlocked"
icon_locked = "medical_wall_locked"
icon_opened = "medical_wall_open"
icon_broken = "medical_wall_spark"
icon_off = "medical_wall_off"
anchored = 1
density = 0
wall_mounted = 1
req_access = list(access_medical)
/obj/structure/closet/secure_closet/medical_wall/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/personal
desc = "It's a secure locker for personell. The first card swiped gains control."
name = "personal closet"
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/personal/cabinet/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/personal/patient
name = "patient's closet"
/obj/structure/closet/secure_closet/wall
name = "wall locker"
req_access = list(access_security)
icon_state = "wall-locker1"
density = 1
icon_closed = "wall-locker"
icon_locked = "wall-locker1"
icon_opened = "wall-lockeropen"
icon_broken = "wall-lockerbroken"
icon_off = "wall-lockeroff"
//too small to put a man in
large = 0
/obj/structure/closet/secure_closet/wall/update_icon()
if(broken)
icon_state = icon_broken
else
if(!opened)
if(locked)
icon_state = icon_locked
else
icon_state = icon_closed
else
icon_state = icon_opened
/obj/structure/closet/crate/critter
name = "critter crate"
desc = "A crate which can sustain life for a while."
icon_state = "critter"
icon_opened = "critteropen"
icon_closed = "critter"
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//Costume spawner
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
del(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
del(src)
/obj/effect/landmark/costume/gladiator/New()
new /obj/item/clothing/under/gladiator(src.loc)
new /obj/item/clothing/head/helmet/gladiator(src.loc)
del(src)
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
del(src)
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havana(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
del(src)
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
del(src)
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/blindfold(src.loc)
del(src)
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
del(src)
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
if (prob(30))
new /obj/item/clothing/head/cueball(src.loc)
del(src)
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
del(src)
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowler, /obj/item/clothing/head/that)
new CHOICE(src.loc)
new /obj/item/clothing/shoes/black(src.loc)
new /obj/item/weapon/cane(src.loc)
new /obj/item/clothing/under/sl_suit(src.loc)
new /obj/item/clothing/mask/fakemoustache(src.loc)
del(src)
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
del(src)
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/owl_mask(src.loc)
del(src)
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/apron(src.loc)
del(src)
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/eyepatch(src.loc)
del(src)
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
del(src)
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if (prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
del(src)
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
del(src)
/obj/effect/landmark/costume/marisawizard/fake/New()
new /obj/item/clothing/head/wizard/marisa/fake(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc)
del(src)
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
del(src)
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/sexyclown(src.loc)
new /obj/item/clothing/under/sexyclown(src.loc)
del(src)
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
del(src)
///obj/effect/landmark/costume/hidden/master/New()
// var/list/templist = list()
// templist += src
// for(var/obj/effect/landmark/costume/hidden/H in z1
-310
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/obj/effect/decal/remains/human
name = "remains"
desc = "They look like human remains. They have a strange aura about them."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = 1
/obj/effect/decal/remains/xeno
name = "remains"
desc = "They look like the remains of something... alien. They have a strange aura about them."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "remainsxeno"
anchored = 1
/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
gender = PLURAL
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
anchored = 1
/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen1.dmi'
icon_state = "arrow"
layer = 16.0
anchored = 1
/obj/effect/decal/cleanable
var/list/random_icon_states = list()
//HUMANS
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
anchored = 1
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
var/list/viruses = list()
blood_DNA = list()
//var/datum/disease2/disease/virus2 = null
/obj/effect/decal/cleanable/blood/Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/blood/New()
..()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
if(B != src)
del(B)
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
anchored = 0
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
//ALIENS
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/list/viruses = list()
blood_DNA = list()
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
//ROBOTS
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
anchored = 0
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
var/viruses = list()
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
//OTHER
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/effects.dmi'
icon_state = "dirt"
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
anchored = 1
layer = 2
luminosity = 1
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb1"
/obj/effect/decal/cleanable/molten_item
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = 0
anchored = 1
layer = 3
icon = 'icons/obj/chemical.dmi'
icon_state = "molten"
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb2"
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
var/list/viruses = list()
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
-610
View File
@@ -1,610 +0,0 @@
//SUPPLY PACKS
//NOTE: only secure crate types use the access var (and are lockable)
//NOTE: hidden packs only show up when the computer has been hacked.
//ANOTER NOTE: Contraband is obtainable through modified supplycomp circuitboards.
//BIG NOTE: Don't add living things to crates, that's bad, it will break the shuttle.
//NEW NOTE: Do NOT set the price of any crates below 7 points. Doing so allows infinite points.
/datum/supply_packs
var/name = null
var/list/contains = list()
var/manifest
var/amount = null
var/cost = null
var/containertype = null
var/containername = null
var/access = null
var/hidden = 0
var/contraband = 0
/datum/supply_packs/New()
manifest = "<ul>"
for(var/path in contains)
if(!path) continue
var/atom/movable/AM = new path()
manifest += "<li>[AM.name]</li>"
AM.loc = null //just to make sure they're deleted by the garbage collector
manifest += "</ul>"
/datum/supply_packs/specialops
name = "Special Ops supplies"
contains = list(/obj/item/weapon/storage/emp_kit,
/obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/pen/paralysis,
/obj/item/weapon/grenade/chem_grenade/incendiary)
cost = 20
containertype = /obj/structure/closet/crate
containername = "Special Ops crate"
hidden = 1
/datum/supply_packs/food
name = "Food crate"
contains = list(/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/drinks/milk,
/obj/item/weapon/reagent_containers/food/drinks/milk,
/obj/item/weapon/storage/fancy/egg_box,
/obj/item/weapon/reagent_containers/food/condiment/enzyme,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana)
cost = 10
containertype = /obj/structure/closet/crate/freezer
containername = "Food crate"
/datum/supply_packs/monkey
name = "Monkey crate"
contains = list (/obj/item/weapon/storage/monkeycube_box)
cost = 20
containertype = /obj/structure/closet/crate/freezer
containername = "Monkey crate"
/datum/supply_packs/beanbagammo
name = "Beanbag shells"
contains = list(/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag,
/obj/item/ammo_casing/shotgun/beanbag)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Beanbag shells"
/datum/supply_packs/toner
name = "Toner Cartridges"
contains = list(/obj/item/device/toner,
/obj/item/device/toner,
/obj/item/device/toner,
/obj/item/device/toner,
/obj/item/device/toner,
/obj/item/device/toner)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Toner Cartridges"
/datum/supply_packs/party
name = "Party equipment"
contains = list(/obj/item/weapon/storage/drinkingglasses,
/obj/item/weapon/reagent_containers/food/drinks/shaker,
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron,
/obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager,
/obj/item/weapon/reagent_containers/food/drinks/ale,
/obj/item/weapon/reagent_containers/food/drinks/ale,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer)
cost = 20
containertype = /obj/structure/closet/crate
containername = "Party equipment"
/datum/supply_packs/internals
name = "Internals crate"
contains = list(/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air)
cost = 10
containertype = /obj/structure/closet/crate/internals
containername = "Internals crate"
/datum/supply_packs/evacuation
name = "Emergency equipment"
contains = list(/obj/machinery/bot/floorbot,
/obj/machinery/bot/floorbot,
/obj/machinery/bot/medbot,
/obj/machinery/bot/medbot,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air,
/obj/item/weapon/tank/air,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas)
cost = 35
containertype = /obj/structure/closet/crate/internals
containername = "Emergency Crate"
/datum/supply_packs/janitor
name = "Janitorial supplies"
contains = list(/obj/item/weapon/reagent_containers/glass/bucket,
/obj/item/weapon/reagent_containers/glass/bucket,
/obj/item/weapon/reagent_containers/glass/bucket,
/obj/item/weapon/mop,
/obj/item/weapon/caution,
/obj/item/weapon/caution,
/obj/item/weapon/caution,
/obj/item/weapon/reagent_containers/spray/cleaner,
/obj/item/weapon/reagent_containers/glass/rag,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/structure/mopbucket)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Janitorial supplies"
/datum/supply_packs/lightbulbs
name = "Replacement lights"
contains = list(/obj/item/weapon/storage/lightbox/mixed,
/obj/item/weapon/storage/lightbox/mixed,
/obj/item/weapon/storage/lightbox/mixed)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Replacement lights"
/datum/supply_packs/costume
name = "Standard Costume crate"
contains = list(/obj/item/weapon/storage/backpack/clown,
/obj/item/clothing/shoes/clown_shoes,
/obj/item/clothing/mask/gas/clown_hat,
/obj/item/clothing/under/rank/clown,
/obj/item/weapon/bikehorn,
/obj/item/clothing/under/mime,
/obj/item/clothing/shoes/black,
/obj/item/clothing/gloves/white,
/obj/item/clothing/mask/gas/mime,
/obj/item/clothing/head/beret,
/obj/item/clothing/suit/suspenders,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing)
cost = 10
containertype = /obj/structure/closet/crate/secure
containername = "Standard Costumes"
access = access_theatre
/datum/supply_packs/wizard
name = "Wizard costume"
contains = list(/obj/item/weapon/staff,
/obj/item/clothing/suit/wizrobe/fake,
/obj/item/clothing/shoes/sandal,
/obj/item/clothing/head/wizard/fake)
cost = 20
containertype = /obj/structure/closet/crate
containername = "Wizard costume crate"
/datum/supply_packs/mule
name = "MULEbot Crate"
contains = list(/obj/machinery/bot/mulebot)
cost = 20
containertype = /obj/structure/largecrate/mule
containername = "MULEbot Crate"
/datum/supply_packs/hydroponics // -- Skie
name = "Hydroponics Supply Crate"
contains = list(/obj/item/weapon/reagent_containers/spray/plantbgone,
/obj/item/weapon/reagent_containers/spray/plantbgone,
/obj/item/weapon/reagent_containers/glass/bottle/ammonia,
/obj/item/weapon/reagent_containers/glass/bottle/ammonia,
/obj/item/weapon/hatchet,
/obj/item/weapon/minihoe,
/obj/item/device/analyzer/plant_analyzer,
/obj/item/clothing/gloves/botanic_leather,
/obj/item/clothing/suit/apron) // Updated with new things
cost = 15
containertype = /obj/structure/closet/crate/hydroponics
containername = "Hydroponics crate"
access = access_hydroponics
/datum/supply_packs/seeds
name = "Seeds Crate"
contains = list(/obj/item/seeds/chiliseed,
/obj/item/seeds/berryseed,
/obj/item/seeds/cornseed,
/obj/item/seeds/eggplantseed,
/obj/item/seeds/tomatoseed,
/obj/item/seeds/soyaseed,
/obj/item/seeds/wheatseed,
/obj/item/seeds/carrotseed,
/obj/item/seeds/sunflowerseed,
/obj/item/seeds/chantermycelium,
/obj/item/seeds/potatoseed,
/obj/item/seeds/sugarcaneseed)
cost = 10
containertype = /obj/structure/closet/crate/hydroponics
containername = "Seeds crate"
access = access_hydroponics
/datum/supply_packs/exoticseeds
name = "Exotic Seeds Crate"
contains = list(/obj/item/seeds/nettleseed,
/obj/item/seeds/replicapod,
/obj/item/seeds/replicapod,
/obj/item/seeds/replicapod,
/obj/item/seeds/plumpmycelium,
/obj/item/seeds/libertymycelium,
/obj/item/seeds/amanitamycelium,
/obj/item/seeds/reishimycelium,
/obj/item/seeds/bananaseed,
/obj/item/seeds/eggyseed)
cost = 15
containertype = /obj/structure/closet/crate/hydroponics
containername = "Exotic Seeds crate"
access = access_hydroponics
/datum/supply_packs/medical
name = "Medical crate"
contains = list(/obj/item/weapon/storage/firstaid/regular,
/obj/item/weapon/storage/firstaid/fire,
/obj/item/weapon/storage/firstaid/toxin,
/obj/item/weapon/storage/firstaid/o2,
/obj/item/weapon/reagent_containers/glass/bottle/antitoxin,
/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,
/obj/item/weapon/reagent_containers/glass/bottle/stoxin,
/obj/item/weapon/storage/syringes)
cost = 10
containertype = /obj/structure/closet/crate/medical
containername = "Medical crate"
/datum/supply_packs/virus
name = "Virus crate"
contains = list(/obj/item/weapon/reagent_containers/glass/bottle/flu_virion,
/obj/item/weapon/reagent_containers/glass/bottle/cold,
/obj/item/weapon/reagent_containers/glass/bottle/fake_gbs,
/obj/item/weapon/reagent_containers/glass/bottle/magnitis,
// /obj/item/weapon/reagent_containers/glass/bottle/wizarditis, worse than GBS if anything
// /obj/item/weapon/reagent_containers/glass/bottle/gbs, No. Just no.
/obj/item/weapon/reagent_containers/glass/bottle/pierrot_throat,
/obj/item/weapon/reagent_containers/glass/bottle/brainrot,
/obj/item/weapon/storage/syringes,
/obj/item/weapon/storage/beakerbox)
cost = 20
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Virus crate"
access = access_cmo
/datum/supply_packs/metal50
name = "50 Metal Sheets"
contains = list(/obj/item/stack/sheet/metal)
amount = 50
cost = 10
containertype = /obj/structure/closet/crate
containername = "Metal sheets crate"
/datum/supply_packs/glass50
name = "50 Glass Sheets"
contains = list(/obj/item/stack/sheet/glass)
amount = 50
cost = 10
containertype = /obj/structure/closet/crate
containername = "Glass sheets crate"
/datum/supply_packs/electrical
name = "Electrical maintenance crate"
contains = list(/obj/item/weapon/storage/toolbox/electrical,
/obj/item/weapon/storage/toolbox/electrical,
/obj/item/clothing/gloves/yellow,
/obj/item/clothing/gloves/yellow,
/obj/item/weapon/cell,
/obj/item/weapon/cell,
/obj/item/weapon/cell/high,
/obj/item/weapon/cell/high)
cost = 15
containertype = /obj/structure/closet/crate
containername = "Electrical maintenance crate"
/datum/supply_packs/mechanical
name = "Mechanical maintenance crate"
contains = list(/obj/item/weapon/storage/belt/utility/full,
/obj/item/weapon/storage/belt/utility/full,
/obj/item/weapon/storage/belt/utility/full,
/obj/item/clothing/suit/hazardvest,
/obj/item/clothing/suit/hazardvest,
/obj/item/clothing/suit/hazardvest,
/obj/item/clothing/head/welding,
/obj/item/clothing/head/welding,
/obj/item/clothing/head/hardhat)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Mechanical maintenance crate"
/datum/supply_packs/watertank
name = "Water tank crate"
contains = list(/obj/structure/reagent_dispensers/watertank)
cost = 8
containertype = /obj/structure/largecrate
containername = "water tank crate"
/datum/supply_packs/fueltank
name = "Fuel tank crate"
contains = list(/obj/structure/reagent_dispensers/fueltank)
cost = 8
containertype = /obj/structure/largecrate
containername = "fuel tank crate"
/datum/supply_packs/engine
name = "Emitter crate"
contains = list(/obj/machinery/emitter,
/obj/machinery/emitter)
cost = 10
containertype = /obj/structure/closet/crate/secure
containername = "Emitter crate"
access = access_heads
/datum/supply_packs/engine/field_gen
name = "Field Generator crate"
contains = list(/obj/machinery/field_generator,
/obj/machinery/field_generator)
containername = "Field Generator crate"
/datum/supply_packs/engine/sing_gen
name = "Singularity Generator crate"
contains = list(/obj/machinery/the_singularitygen)
containername = "Singularity Generator crate"
/datum/supply_packs/engine/collector
name = "Collector crate"
contains = list(/obj/machinery/power/rad_collector,
/obj/machinery/power/rad_collector,
/obj/machinery/power/rad_collector)
containername = "Collector crate"
/datum/supply_packs/engine/PA
name = "Particle Accelerator crate"
cost = 40
contains = list(/obj/structure/particle_accelerator/fuel_chamber,
/obj/machinery/particle_accelerator/control_box,
/obj/structure/particle_accelerator/particle_emitter/center,
/obj/structure/particle_accelerator/particle_emitter/left,
/obj/structure/particle_accelerator/particle_emitter/right,
/obj/structure/particle_accelerator/power_box,
/obj/structure/particle_accelerator/end_cap)
containername = "Particle Accelerator crate"
/datum/supply_packs/mecha_ripley
name = "Circuit Crate (\"Ripley\" APLU)"
contains = list(/obj/item/weapon/book/manual/ripley_build_and_repair,
/obj/item/weapon/circuitboard/mecha/ripley/main, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/ripley/peripherals) //TEMPORARY due to lack of circuitboard printer
cost = 30
containertype = /obj/structure/closet/crate/secure
containername = "APLU \"Ripley\" Circuit Crate"
access = access_robotics
/datum/supply_packs/mecha_odysseus
name = "Circuit Crate (\"Odysseus\")"
contains = list(/obj/item/weapon/circuitboard/mecha/odysseus/peripherals, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/odysseus/main) //TEMPORARY due to lack of circuitboard printer
cost = 25
containertype = /obj/structure/closet/crate/secure
containername = "\"Odysseus\" Circuit Crate"
access = access_robotics
/datum/supply_packs/robotics
name = "Robotics Assembly Crate"
contains = list(/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/prox_sensor,
/obj/item/weapon/storage/toolbox/electrical,
/obj/item/device/flash,
/obj/item/device/flash,
/obj/item/device/flash,
/obj/item/device/flash,
/obj/item/weapon/cell/high,
/obj/item/weapon/cell/high)
cost = 10
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robotics Assembly"
access = access_robotics
/datum/supply_packs/plasma
name = "Plasma assembly crate"
contains = list(/obj/item/weapon/tank/plasma,
/obj/item/weapon/tank/plasma,
/obj/item/weapon/tank/plasma,
/obj/item/device/assembly/igniter,
/obj/item/device/assembly/igniter,
/obj/item/device/assembly/igniter,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/timer,
/obj/item/device/assembly/timer,
/obj/item/device/assembly/timer)
cost = 10
containertype = /obj/structure/closet/crate/secure/plasma
containername = "Plasma assembly crate"
access = access_tox
/datum/supply_packs/weapons
name = "Weapons crate"
contains = list(/obj/item/weapon/melee/baton,
/obj/item/weapon/melee/baton,
/obj/item/weapon/gun/energy/laser,
/obj/item/weapon/gun/energy/laser,
/obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/taser,
/obj/item/weapon/storage/flashbang_kit,
/obj/item/weapon/storage/flashbang_kit)
cost = 30
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Weapons crate"
access = access_security
/datum/supply_packs/eweapons
name = "Experimental weapons crate"
contains = list(/obj/item/weapon/flamethrower/full,
/obj/item/weapon/tank/plasma,
/obj/item/weapon/tank/plasma,
/obj/item/weapon/tank/plasma,
/obj/item/weapon/grenade/chem_grenade/incendiary,
/obj/item/weapon/grenade/chem_grenade/incendiary,
/obj/item/weapon/grenade/chem_grenade/incendiary)
cost = 25
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Experimental weapons crate"
access = access_heads
/datum/supply_packs/armor
name = "Armor crate"
contains = list(/obj/item/clothing/head/helmet,
/obj/item/clothing/head/helmet,
/obj/item/clothing/suit/armor/vest,
/obj/item/clothing/suit/armor/vest)
cost = 15
containertype = /obj/structure/closet/crate/secure
containername = "Armor crate"
access = access_security
/datum/supply_packs/riot
name = "Riot gear crate"
contains = list(/obj/item/weapon/melee/baton,
/obj/item/weapon/melee/baton,
/obj/item/weapon/melee/baton,
/obj/item/weapon/shield/riot,
/obj/item/weapon/shield/riot,
/obj/item/weapon/shield/riot,
/obj/item/weapon/storage/flashbang_kit,
/obj/item/weapon/storage/flashbang_kit,
/obj/item/weapon/storage/flashbang_kit,
/obj/item/weapon/handcuffs,
/obj/item/weapon/handcuffs,
/obj/item/weapon/handcuffs,
/obj/item/clothing/head/helmet/riot,
/obj/item/clothing/suit/armor/riot,
/obj/item/clothing/head/helmet/riot,
/obj/item/clothing/suit/armor/riot,
/obj/item/clothing/head/helmet/riot,
/obj/item/clothing/suit/armor/riot)
cost = 60
containertype = /obj/structure/closet/crate/secure
containername = "Riot gear crate"
access = access_armory
/datum/supply_packs/loyalty
name = "Loyalty implant crate"
contains = list (/obj/item/weapon/storage/lockbox/loyalty)
cost = 60
containertype = /obj/structure/closet/crate/secure
containername = "Loyalty implant crate"
access = access_armory
/datum/supply_packs/ballistic
name = "Ballistic gear crate"
contains = list(/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
/obj/item/weapon/gun/projectile/shotgun/pump/combat)
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "Ballistic gear crate"
access = access_armory
/datum/supply_packs/expenergy
name = "Experimental energy gear crate"
contains = list(/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/weapon/gun/energy/gun,
/obj/item/weapon/gun/energy/gun)
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "Experimental energy gear crate"
access = access_armory
/datum/supply_packs/exparmor
name = "Experimental armor crate"
contains = list(/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/head/helmet/riot,
/obj/item/clothing/suit/armor/riot)
cost = 35
containertype = /obj/structure/closet/crate/secure
containername = "Experimental armor crate"
access = access_armory
/datum/supply_packs/securitybarriers
name = "Security Barriers"
contains = list(/obj/machinery/deployable/barrier,
/obj/machinery/deployable/barrier,
/obj/machinery/deployable/barrier,
/obj/machinery/deployable/barrier)
cost = 20
containertype = /obj/structure/closet/crate/secure/gear
containername = "Security Barriers crate"
/datum/supply_packs/randomised
var/num_contained = 3 //number of items picked to be contained in a randomised crate
contains = list(/obj/item/clothing/head/collectable/chef,
/obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/collectable/tophat,
/obj/item/clothing/head/collectable/captain,
/obj/item/clothing/head/collectable/beret,
/obj/item/clothing/head/collectable/welding,
/obj/item/clothing/head/collectable/flatcap,
/obj/item/clothing/head/collectable/pirate,
/obj/item/clothing/head/collectable/kitty,
/obj/item/clothing/head/collectable/rabbitears,
/obj/item/clothing/head/collectable/wizard,
/obj/item/clothing/head/collectable/hardhat,
/obj/item/clothing/head/collectable/HoS,
/obj/item/clothing/head/collectable/thunderdome,
/obj/item/clothing/head/collectable/swat,
/obj/item/clothing/head/collectable/metroid,
/obj/item/clothing/head/collectable/metroid,
/obj/item/clothing/head/collectable/police,
/obj/item/clothing/head/collectable/police,
/obj/item/clothing/head/collectable/slime,
/obj/item/clothing/head/collectable/slime,
/obj/item/clothing/head/collectable/xenom,
/obj/item/clothing/head/collectable/xenom,
/obj/item/clothing/head/collectable/petehat)
name = "Collectable hat crate!"
cost = 200
containertype = /obj/structure/closet/crate
containername = "Collectable hats crate! Brought to you by Bass.inc!"
/datum/supply_packs/randomised/New()
var/list/tempContains = list()
for(var/i = 0,i<num_contained,i++)
tempContains += pick(contains)
contains = tempContains
..()
/datum/supply_packs/randomised/contraband
num_contained = 5
contains = list(/obj/item/weapon/contraband/poster,
/obj/item/weapon/cigpacket/dromedaryco)
name = "Contraband crate"
cost = 30
containertype = /obj/structure/closet/crate
containername = "Contraband crate"
contraband = 1
-40
View File
@@ -1,40 +0,0 @@
/obj/structure/window
name = "window"
icon = 'icons/obj/structures.dmi'
desc = "A window."
density = 1
layer = 3.2//Just above doors
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
var/silicate = 0 // number of units of silicate
var/icon/silicateIcon = null // the silicated icon
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
// Prefab windows to make it easy...
// Basic
/obj/structure/window/basic
icon_state = "window"
// Reinforced
/obj/structure/window/reinforced
reinf = 1
icon_state = "rwindow"
name = "reinforced window"
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
icon_state = "fwindow"
name = "frosted window"