mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
steel initial changes
This commit is contained in:
@@ -60,8 +60,6 @@
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// Ensure the storage cap is respected
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if(++itemcount >= storage_capacity)
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break
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if(istype(src, /obj/structure/closet/secure_closet/guncabinet))
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update_icon()
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// Fix for #383 - C4 deleting fridges with corpses
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/obj/structure/closet/Destroy()
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@@ -10,8 +10,6 @@
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new /obj/item/clothing/head/bio_hood/general( src )
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/obj/structure/closet/l3closet/general
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icon_state = "bio"
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open_door_sprite = "bio_door"
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/obj/structure/closet/l3closet/general/populate_contents()
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new /obj/item/clothing/suit/bio_suit/general( src )
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@@ -21,10 +21,3 @@
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new /obj/item/reagent_containers/food/drinks/cans/beer(src)
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new /obj/item/reagent_containers/food/drinks/cans/beer(src)
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new /obj/item/reagent_containers/food/drinks/cans/beer(src)
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/obj/structure/closet/secure_closet/bar/update_icon()
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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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update_overlays()
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@@ -1,12 +1,6 @@
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/obj/structure/closet/secure_closet/freezer
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desc = "It's a card-locked refrigerative storage unit. This one is lead-lined."
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/obj/structure/closet/secure_closet/freezer/update_icon()
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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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update_overlays()
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/obj/structure/closet/secure_closet/freezer/ex_act(severity)
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// IF INDIANA JONES CAN DO IT SO CAN YOU
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@@ -9,6 +9,10 @@
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..()
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update_icon()
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/obj/structure/closet/secure_closet/guncabinet/take_contents()
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..()
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update_icon()
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/obj/structure/closet/secure_closet/guncabinet/emag_act(mob/user)
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if(!broken)
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broken = TRUE
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@@ -17,7 +21,7 @@
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update_icon()
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/obj/structure/closet/secure_closet/guncabinet/update_overlays()
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overlays.Cut()
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cut_overlays()
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if(!opened)
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var/lazors = 0
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var/shottas = 0
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@@ -40,9 +44,8 @@
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gun.pixel_x = i*4
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overlays += gun
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overlays += "door"
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add_overlay("door")
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if(broken)
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overlays += "off"
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add_overlay("off")
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else if(locked)
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overlays += "locked"
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add_overlay("locked")
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@@ -21,8 +21,6 @@
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new /obj/item/clothing/under/color/white( src )
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new /obj/item/clothing/shoes/white( src )
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/obj/structure/closet/secure_closet/personal/cabinet
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icon_state = "cabinet"
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open_door_sprite = "cabient_door"
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@@ -33,13 +31,6 @@
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open_sound_volume = 25
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close_sound_volume = 50
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/obj/structure/closet/secure_closet/personal/cabinet/update_icon()
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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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update_overlays()
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/obj/structure/closet/secure_closet/personal/cabinet/populate_contents()
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new /obj/item/storage/backpack/satchel/withwallet( src )
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new /obj/item/radio/headset( src )
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@@ -63,9 +54,9 @@
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//they can open all lockers, or nobody owns this, or they own this locker
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locked = !locked
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if(locked)
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overlays += "locked"
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add_overlay("locked")
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else
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overlays += "unlocked"
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add_overlay("unlocked")
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icon_state = icon_closed
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registered_name = null
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desc = initial(desc)
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@@ -4,10 +4,8 @@
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icon = 'icons/obj/closet.dmi'
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icon_state = "secure"
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open_door_sprite = "secure_door"
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density = TRUE
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opened = FALSE
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locked = TRUE
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broken = FALSE
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can_be_emaged = TRUE
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max_integrity = 250
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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@@ -98,14 +96,6 @@
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else
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to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
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/obj/structure/closet/secure_closet/update_icon()
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if(!opened)
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icon_state = icon_closed
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update_overlays()
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return
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icon_state = icon_opened
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update_overlays()
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/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)
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cut_overlays()
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if(opened)
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