//added by cael from old bs12 //not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something /obj/structure/closet/walllocker desc = "A wall mounted storage locker." name = "wall locker" icon = 'icons/obj/walllocker.dmi' icon_state = "wall-locker" density = 0 anchored = 1 icon_closed = "wall-locker" icon_opened = "wall-lockeropen" /obj/structure/closet/walllocker/close() ..() density = 0 //It's a locker in a wall, you aren't going to be walking into it. //spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar /obj/structure/closet/walllocker/emerglocker name = "emergency locker" desc = "A wall mounted locker with emergency supplies" var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar) var/amount = 3 // spawns each items X times. icon_state = "emerg" icon_closed = "emerg" icon_opened = "emergopen" /obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob) if(istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc) if(!amount) to_chat(usr, "It's empty.") return if(amount) to_chat(usr, "You take out some items from \the [src].") for(var/path in spawnitems) new path(src.loc) amount-- return /obj/structure/closet/walllocker/emerglocker/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker/emerglocker/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker/emerglocker/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker/emerglocker/east pixel_x = 32 dir = EAST