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Fixes wall lockers.
HOORAH.
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@@ -11,6 +11,10 @@
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icon_closed = "wall-locker"
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icon_opened = "wall-lockeropen"
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/obj/structure/closet/walllocker/close()
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..()
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density = 0 //It's a locker in a wall, you aren't going to be walking into it.
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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@@ -19,12 +23,14 @@
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var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar)
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var/amount = 3 // spawns each items X times.
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icon_state = "emerg"
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icon_closed = "emerg"
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icon_opened = "emergopen"
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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usr << "<spawn class='notice'>It's empty.."
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usr << "<spawn class='notice'>It's empty."
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return
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if(amount)
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usr << "<spawn class='notice'>You take out some items from \the [src]."
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