/obj/structure/secure_closet/alter_health() return get_turf(src) /obj/structure/secure_closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0) || wall_mounted) return 1 return src.opened /obj/structure/secure_closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) return 0 for(var/obj/structure/secure_closet/closet in get_turf(src)) if(closet != src) return 0 return 1 /obj/structure/secure_closet/proc/can_open() if (src.locked) return 0 return 1 /obj/structure/secure_closet/proc/dump_contents() for (var/obj/item/I in src) I.loc = src.loc for (var/obj/effect/overlay/o in src) //REMOVE THIS o.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/secure_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 playsound(src.loc, 'click.ogg', 15, 1, -3) return 1 /obj/structure/secure_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/obj/effect/overlay/o in src.loc) //REMOVE THIS if (!o.anchored) o.loc = src for (var/mob/M in src.loc) if (M.buckled) continue if (M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src if(broken) src.icon_state = src.icon_off else src.icon_state = src.icon_closed src.opened = 0 playsound(src.loc, 'click.ogg', 15, 1, -3) return 1 /obj/structure/secure_closet/proc/toggle() if (src.opened) return src.close() return src.open() /obj/structure/secure_closet/emp_act(severity) for(var/obj/O in src) O.emp_act(severity) if(!broken) if(prob(50/severity)) src.locked = !src.locked if(prob(20/severity) && !opened) if(!locked) open() else src.req_access = list() src.req_access += pick(get_all_accesses()) ..() /obj/structure/secure_closet/ex_act(severity) switch(severity) if (1) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) if (2) if (prob(50)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) if (3) if (prob(5)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) /obj/structure/secure_closet/blob_act() if (prob(75)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc del(src) /obj/structure/secure_closet/meteorhit(obj/O as obj) if (O.icon_state == "flaming") 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 src.icon_state = src.icon_broken del(src) return return /obj/structure/secure_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 /obj/structure/secure_closet/attackby(obj/item/weapon/W as obj, mob/user as mob) if (src.opened) if (istype(W, /obj/item/weapon/grab)) if (src.large) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet else user << "The locker is too small to stuff [W] into!" user.drop_item() if (W) W.loc = src.loc else if(src.broken) user << "\red It appears to be broken." return 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 for(var/mob/O in viewers(user, 3)) O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2) else if(src.allowed(user)) src.locked = !src.locked for(var/mob/O in viewers(user, 3)) if ((O.client && !( O.blinded ))) O << text("\blue The locker has been []locked by [].", (src.locked ? null : "un"), user) if(src.locked) src.icon_state = src.icon_locked else src.icon_state = src.icon_closed else user << "\red Access Denied" return /obj/structure/secure_closet var/lastbang /obj/structure/secure_closet/relaymove(mob/user as mob) if (user.stat) return if (!( src.locked )) 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 src.icon_state = src.icon_opened src.opened = 1 else user << "\blue It's welded shut!" if (world.time > lastbang+5) lastbang = world.time for(var/mob/M in hearers(src, null)) M << text("BANG, bang!", max(0, 5 - get_dist(src, M))) return /obj/structure/secure_closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) if ((user.restrained() || user.stat)) return if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(!src.opened) return if(istype(O, /obj/structure/secure_closet) || istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if (user != O) for(var/mob/B in viewers(user, 3)) if ((B.client && !( B.blinded ))) B << text("\red [] stuffs [] into []!", user, O, src) src.add_fingerprint(user) return /* /obj/structure/secure_closet/attack_hand(mob/user as mob) src.add_fingerprint(user) if (!src.opened && !src.locked) if(!src.can_open()) return //open it 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 src.icon_state = src.icon_opened playsound(src.loc, 'click.ogg', 15, 1, -3) src.opened = 1 else if(src.opened) if(!src.can_close()) return //close it for(var/obj/item/I in src.loc) if (!( I.anchored )) I.loc = src for(var/mob/M in src.loc) 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 playsound(src.loc, 'click.ogg', 15, 1, -3) src.opened = 0 else return src.attackby(null, user) return*/ /obj/structure/secure_closet/attack_hand(mob/user as mob) src.add_fingerprint(user) if (!src.toggle()) return src.attackby(null, user) /obj/structure/secure_closet/attack_paw(mob/user as mob) return src.attack_hand(user)