/obj/structure/closet/alter_health() return get_turf(src) /obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0 || wall_mounted)) return 1 return (!density) /obj/structure/closet/proc/can_open() if(src.welded) return 0 return 1 /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src) return 0 return 1 /obj/structure/closet/proc/dump_contents() for(var/obj/item/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/proc/open() if(src.opened) return 0 if(!src.can_open()) return 0 src.dump_contents() src.icon_state = src.icon_opened src.opened = 1 if(istype(src, /obj/structure/closet/body_bag)) playsound(src.loc, 'zip.ogg', 15, 1, -3) else playsound(src.loc, 'click.ogg', 15, 1, -3) density = 0 return 1 /obj/structure/closet/proc/close() if(!src.opened) return 0 if(!src.can_close()) return 0 for(var/obj/item/I in src.loc) if(!I.anchored) I.loc = src for(var/mob/M in src.loc) if(istype (M, /mob/dead/observer)) continue if(M.buckled) continue if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src src.icon_state = src.icon_closed src.opened = 0 if(istype(src, /obj/structure/closet/body_bag)) playsound(src.loc, 'zip.ogg', 15, 1, -3) else playsound(src.loc, 'click.ogg', 15, 1, -3) density = 1 return 1 /obj/structure/closet/proc/toggle() if(src.opened) return src.close() return src.open() // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion A.loc = src.loc A.ex_act(severity++) del(src) if(2) if(prob(50)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) del(src) if(3) if(prob(5)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) del(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) health -= Proj.damage ..() if(health <= 0) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc del(src) return // this should probably use dump_contents() /obj/structure/closet/blob_act() if(prob(75)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc del(src) /obj/structure/closet/meteorhit(obj/O as obj) if(O.icon_state == "flaming") for(var/mob/M in src) M.meteorhit(O) src.dump_contents() del(src) /obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob) if(src.opened) if(istype(W, /obj/item/weapon/grab)) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) user << "\blue You need more welding fuel to complete this task." return new /obj/item/stack/sheet/metal(src.loc) for(var/mob/M in viewers(src)) M.show_message("\red [src] has been cut apart by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2) del(src) return if(isrobot(user)) return usr.drop_item() if(W) W.loc = src.loc else if(istype(W, /obj/item/weapon/packageWrap)) return else if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) user << "\blue You need more welding fuel to complete this task." return src.welded =! src.welded for(var/mob/M in viewers(src)) M.show_message("\red [src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "\red You hear welding.", 2) else src.attack_hand(user) return /obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) if(istype(O, /obj/screen) || istype(O, /obj/hud)) //fix for HUD elements making their way into the world -Pete return if(O.loc == user) return if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis) return if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems return if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc? return if(!src.opened) return if(istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if(user != O) user.show_viewers("\red [user] stuffs [O] into [src]!") src.add_fingerprint(user) return /obj/structure/closet/relaymove(mob/user as mob) if(user.stat) return if(!src.open()) user << "\blue It won't budge!" if(!lastbang) lastbang = 1 for (var/mob/M in hearers(src, null)) M << text("BANG, bang!", max(0, 5 - get_dist(src, M))) spawn(30) lastbang = 0 /obj/structure/closet/Move() ..() for(var/mob/M in contents) for(var/obj/effect/speech_bubble/B in range(1, src)) if(B.parent == M) B.loc = loc /obj/structure/closet/attack_paw(mob/user as mob) return src.attack_hand(user) /obj/structure/closet/attack_hand(mob/user as mob) src.add_fingerprint(user) if(!src.toggle()) usr << "\blue It won't budge!" /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = "Object" set name = "Toggle Open" if(!usr.canmove || usr.stat || usr.restrained()) return if(ishuman(usr)) src.attack_hand(usr) else usr << "\red This mob type can't use this verb."