/obj/structure/secure_closet/personal/var/registered = null /obj/structure/secure_closet/personal/req_access = list(access_all_personal_lockers) /obj/structure/secure_closet/personal/New() ..() spawn(2) new /obj/item/weapon/storage/backpack( src ) new /obj/item/device/radio/headset( src ) return /obj/structure/secure_closet/personal/patient/New() ..() contents = list() spawn(4) new /obj/item/clothing/under/color/white( src ) new /obj/item/clothing/shoes/white( src ) return /obj/structure/secure_closet/personal/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 user.drop_item() if (W) W.loc = src.loc else if(istype(W, /obj/item/weapon/card/id)) if(src.broken) user << "\red It appears to be broken." return var/obj/item/weapon/card/id/I = W if(!I || !I.registered) return if(src.allowed(user) || !src.registered || (istype(I) && (src.registered == I.registered))) //they can open all lockers, or nobody owns this, or they own this locker src.locked = !( src.locked ) if(src.locked) src.icon_state = src.icon_locked else src.icon_state = src.icon_closed if(!src.registered) src.registered = I.registered src.desc = "Owned by [I.registered]." else user << "\red Access Denied" else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken) broken = 1 locked = 0 desc = "It appears to be broken." icon_state = src.icon_broken if(istype(W, /obj/item/weapon/melee/energy/blade)) var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread() spark_system.set_up(5, 0, src.loc) spark_system.start() playsound(src.loc, 'blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) for(var/mob/O in viewers(user, 3)) O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) else user << "\red Access Denied" return