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Paradise/code/game/machinery/suit_storage_unit.dm
warriorstar-orionandGitHub 62dc3d57dd cleanup: Remove all unused accesses. (#26146)
* cleanup: Remove all unused accesses.

* Whoops, TCOMSAT is used, didn't read script correctly
2024-07-08 13:12:46 +00:00

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// SUIT STORAGE UNIT /////////////////
/obj/machinery/suit_storage_unit
name = "suit storage unit"
desc = "An industrial U-Stor-It Storage unit designed to accommodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\"."
icon = 'icons/obj/machines/suit_storage.dmi'
icon_state = "classic"
base_icon_state = "classic"
anchored = TRUE
density = TRUE
max_integrity = 250
var/obj/item/clothing/suit/suit = null
var/obj/item/clothing/head/helmet = null
var/obj/item/clothing/mask/mask = null
var/obj/item/clothing/shoes/boots = null
var/obj/item/storage = null
var/helmet_type = null
var/suit_type = null
var/mask_type = null
var/boots_type = null
var/storage_type = null
var/locked = FALSE
/// prevent locking people in there if set to true
var/safeties = TRUE
var/broken = FALSE
/// enables ID locking when set to true
var/secure = FALSE
/// Shocks anyone that touches it
var/shocked = FALSE
/// Access needed to control it, checked only if ID lock is enabled
req_access = list(ACCESS_EVA)
var/datum/wires/suitstorage/wires = null
/// Is true if a uv cleaning cycle is currently running.
var/uv = FALSE
/// If set to true, uses much more damaging UV wavelength and fries anything inside.
var/uv_super = FALSE
/// How many uv cleaning cycles to do, counts down while cleaning takes place.
var/uv_cycles = 6
var/message_cooldown
var/breakout_time = 300
//abstract these onto machinery eventually
var/state_open = FALSE
/// If set, turned into typecache in Initialize, other wise, defaults to mob/living typecache
var/list/occupant_typecache
var/atom/movable/occupant = null
var/board_type = /obj/item/circuitboard/suit_storage_unit
/obj/machinery/suit_storage_unit/industrial
name = "industrial suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
board_type = /obj/item/circuitboard/suit_storage_unit/industrial
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
helmet_type = /obj/item/clothing/head/helmet/space/eva
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/standard_unit/secure
secure = TRUE //start with ID lock enabled
/obj/machinery/suit_storage_unit/captain
name = "captain's suit storage unit"
desc = "An U-Stor-It Storage unit designed to accommodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\". This one looks kind of fancy."
helmet_type = /obj/item/clothing/head/helmet/space/capspace //Looks like they couldn't handle the Neutron Style
mask_type = /obj/item/clothing/mask/gas
suit_type = /obj/item/mod/control/pre_equipped/magnate
req_access = list(ACCESS_CAPTAIN)
/obj/machinery/suit_storage_unit/captain/secure
secure = TRUE
/obj/machinery/suit_storage_unit/blueshield
name = "blueshield's suit storage unit"
mask_type = /obj/item/clothing/mask/gas
suit_type = /obj/item/mod/control/pre_equipped/praetorian
req_access = list(ACCESS_BLUESHIELD)
/obj/machinery/suit_storage_unit/blueshield/secure
secure = TRUE
/obj/machinery/suit_storage_unit/engine
name = "engineering suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
mask_type = /obj/item/clothing/mask/breath
boots_type = /obj/item/clothing/shoes/magboots
suit_type = /obj/item/mod/control/pre_equipped/engineering
req_access = list(ACCESS_ENGINE_EQUIP)
board_type = /obj/item/circuitboard/suit_storage_unit/industrial
/obj/machinery/suit_storage_unit/engine/secure
secure = TRUE
/obj/machinery/suit_storage_unit/ce
name = "chief engineer's suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
mask_type = /obj/item/clothing/mask/gas
boots_type = /obj/item/clothing/shoes/magboots/advance
suit_type = /obj/item/mod/control/pre_equipped/advanced
req_access = list(ACCESS_CE)
board_type = /obj/item/circuitboard/suit_storage_unit/industrial
/obj/machinery/suit_storage_unit/ce/secure
secure = TRUE
/obj/machinery/suit_storage_unit/rd
name = "research director's suit storage unit"
suit_type = /obj/item/mod/control/pre_equipped/research
mask_type = /obj/item/clothing/mask/gas
req_access = list(ACCESS_RD)
/obj/machinery/suit_storage_unit/rd/secure
secure = TRUE
/obj/machinery/suit_storage_unit/qm
name = "quartermaster's suit storage unit"
suit_type = /obj/item/mod/control/pre_equipped/loader
mask_type = /obj/item/clothing/mask/breath
req_access = list(ACCESS_QM)
/obj/machinery/suit_storage_unit/qm/secure
secure = TRUE
/obj/machinery/suit_storage_unit/security
name = "security suit storage unit"
mask_type = /obj/item/clothing/mask/gas/sechailer
suit_type = /obj/item/mod/control/pre_equipped/security
req_access = list(ACCESS_SECURITY)
/obj/machinery/suit_storage_unit/security/secure
secure = TRUE
/obj/machinery/suit_storage_unit/security/hos
name = "Head of Security's suit storage unit"
mask_type = /obj/item/clothing/mask/gas/sechailer/hos
suit_type = /obj/item/mod/control/pre_equipped/safeguard
req_access = list(ACCESS_HOS)
/obj/machinery/suit_storage_unit/security/hos/secure
secure = TRUE
/obj/machinery/suit_storage_unit/gamma
name = "gamma shielded suit storage unit"
suit_type = /obj/item/mod/control/pre_equipped/safeguard/gamma
mask_type = /obj/item/clothing/mask/gas/sechailer/swat
req_access = list(ACCESS_SECURITY)
/obj/machinery/suit_storage_unit/gamma/secure
secure = TRUE
/obj/machinery/suit_storage_unit/atmos
name = "atmospherics suit storage unit"
mask_type = /obj/item/clothing/mask/gas
boots_type = /obj/item/clothing/shoes/magboots/atmos
suit_type = /obj/item/mod/control/pre_equipped/atmospheric
req_access = list(ACCESS_ATMOSPHERICS)
/obj/machinery/suit_storage_unit/atmos/secure
secure = TRUE
/obj/machinery/suit_storage_unit/mining
name = "mining suit storage unit"
mask_type = /obj/item/clothing/mask/breath
suit_type = /obj/item/mod/control/pre_equipped/mining/asteroid
req_access = list(ACCESS_MINING_STATION)
/obj/machinery/suit_storage_unit/mining/secure
secure = TRUE
/obj/machinery/suit_storage_unit/lavaland
name = "mining suit storage unit"
suit_type = /obj/item/clothing/suit/hooded/explorer
mask_type = /obj/item/clothing/mask/gas/explorer
boots_type = /obj/item/clothing/shoes/workboots/mining
storage_type = /obj/item/gps/mining
req_access = list(ACCESS_MINING_STATION)
/obj/machinery/suit_storage_unit/gulag
name = "gulag suit storage unit"
suit_type = /obj/item/clothing/suit/space/prisoner_gulag
helmet_type = /obj/item/clothing/head/space/prisoner_gulag
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/expedition
name = "explorer modsuit storage unit"
mask_type = /obj/item/clothing/mask/gas/explorer
suit_type = /obj/item/mod/control/pre_equipped/standard/explorer
req_access = list(ACCESS_EXPEDITION)
/obj/machinery/suit_storage_unit/cmo
name = "chief medical officer's suit storage unit"
mask_type = /obj/item/clothing/mask/breath
suit_type = /obj/item/mod/control/pre_equipped/medical
req_access = list(ACCESS_CMO)
/obj/machinery/suit_storage_unit/cmo/secure
secure = TRUE
//version of the SSU for medbay secondary storage. Includes magboots. //no it doesn't, it aint have shit for magboots
/obj/machinery/suit_storage_unit/cmo/sec_storage
name = "medical suit storage unit"
mask_type = /obj/item/clothing/mask/gas
/obj/machinery/suit_storage_unit/cmo/sec_storage/secure
secure = TRUE
/obj/machinery/suit_storage_unit/clown
name = "clown suit storage unit"
suit_type = /obj/item/clothing/suit/space/eva/clown
helmet_type = /obj/item/clothing/head/helmet/space/eva/clown
req_access = list(ACCESS_CLOWN)
/obj/machinery/suit_storage_unit/clown/secure
secure = TRUE
/obj/machinery/suit_storage_unit/mime
name = "mime suit storage unit"
suit_type = /obj/item/clothing/suit/space/eva/mime
helmet_type = /obj/item/clothing/head/helmet/space/eva/mime
req_access = list(ACCESS_MIME)
/obj/machinery/suit_storage_unit/mime/secure
secure = TRUE
/obj/machinery/suit_storage_unit/syndicate
name = "syndicate suit storage unit"
mask_type = /obj/item/clothing/mask/gas/syndicate
suit_type = /obj/item/mod/control/pre_equipped/nuclear
req_access = list(ACCESS_SYNDICATE)
safeties = FALSE //in a syndicate base, everything can be used as a murder weapon at a moment's notice.
/obj/machinery/suit_storage_unit/syndicate/secure
secure = TRUE
/obj/machinery/suit_storage_unit/radsuit
name = "radiation suit storage unit"
suit_type = /obj/item/clothing/suit/radiation
helmet_type = /obj/item/clothing/head/radiation
storage_type = /obj/item/geiger_counter
/obj/machinery/suit_storage_unit/Initialize()
. = ..()
component_parts = list()
component_parts += new board_type(null)
component_parts += new /obj/item/stock_parts/matter_bin(null)
component_parts += new /obj/item/stock_parts/micro_laser(null)
component_parts += new /obj/item/stack/cable_coil(null, 3)
if(board_type == /obj/item/circuitboard/suit_storage_unit/industrial)
component_parts += new /obj/item/stack/sheet/plasteel(null)
component_parts += new /obj/item/stack/sheet/plasteel(null)
component_parts += new /obj/item/stack/sheet/plasteel(null)
component_parts += new /obj/item/stack/sheet/plasteel(null)
component_parts += new /obj/item/stack/sheet/plasteel(null)
else
component_parts += new /obj/item/stack/sheet/rglass(null)
component_parts += new /obj/item/stack/sheet/rglass(null)
component_parts += new /obj/item/stack/sheet/rglass(null)
component_parts += new /obj/item/stack/sheet/rglass(null)
component_parts += new /obj/item/stack/sheet/rglass(null)
RefreshParts()
wires = new(src)
if(suit_type)
suit = new suit_type(src)
if(helmet_type)
helmet = new helmet_type(src)
if(mask_type)
mask = new mask_type(src)
if(boots_type)
boots = new boots_type(src)
if(storage_type)
storage = new storage_type(src)
update_icon(UPDATE_OVERLAYS)
//move this into machinery eventually...
if(occupant_typecache)
occupant_typecache = typecacheof(occupant_typecache)
/obj/machinery/suit_storage_unit/Destroy(force)
if(!force)
dump_contents()
SStgui.close_uis(wires)
QDEL_NULL(wires)
return ..()
/obj/machinery/suit_storage_unit/update_overlays()
. = ..()
if(panel_open)
. += "[base_icon_state]_panel"
if(uv)
if(uv_super)
. += "[base_icon_state]_super"
. += "[base_icon_state]_[occupant ? "body" : "uvstrong"]"
else
. += "[base_icon_state]_[occupant ? "body" : "uv"]"
. += "[base_icon_state]_lights_red"
return
if(state_open)
. += "[base_icon_state]_open"
if(suit)
. += "[base_icon_state]_suit"
if(helmet)
. += "[base_icon_state]_helm"
if(storage)
. += "[base_icon_state]_storage"
else
. += "[base_icon_state]_lights_closed"
. += "[base_icon_state]_[occupant ? "body" : "ready"]"
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(shocked)
if(shock(user, 100))
return
if(!is_operational())
if(user.a_intent != INTENT_HELP)
return ..()
if(panel_open)
to_chat(usr, "<span class='warning'>Close the maintenance panel first.</span>")
else
to_chat(usr, "<span class='warning'>The unit is not operational.</span>")
return
if(panel_open)
wires.Interact(user)
return
if(state_open)
if(store_item(I, user))
update_icon(UPDATE_OVERLAYS)
SStgui.update_uis(src)
to_chat(user, "<span class='notice'>You load [I] into the storage compartment.</span>")
else
to_chat(user, "<span class='warning'>You can't fit [I] into [src]!</span>")
return
return ..()
/obj/machinery/suit_storage_unit/crowbar_act(mob/living/user, obj/item/I)
if(!panel_open)
return
. = TRUE
if(!I.use_tool(src, user, volume = I.tool_volume))
return
if(occupant || helmet || suit || storage || boots)
to_chat(user, "<span class='warning'>There are contents that prevent you from deconstructing [src]!</span>")
return
if(locked)
to_chat(user, "<span class='warning'>The security system prevents you from deconstructing [src]!</span>")
return
dump_contents() // probably still a good idea for just incase?
default_deconstruction_crowbar(user, I)
/obj/machinery/suit_storage_unit/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, I.tool_volume))
return
if(shocked && !(stat & NOPOWER))
if(shock(user, 100))
return
if(default_deconstruction_screwdriver(user, "[base_icon_state]", "[base_icon_state]", I))
update_icon(UPDATE_OVERLAYS)
/**
* Tries to store the item into whatever slot it can go, returns true if the item is stored successfully.
*
**/
/obj/machinery/suit_storage_unit/proc/store_item(obj/item/I, mob/user)
if((istype(I, /obj/item/clothing/suit)|| istype(I, /obj/item/mod/control)) && !suit)
if(try_store_item(I, user))
suit = I
return TRUE
if(istype(I, /obj/item/clothing/head) && !helmet)
if(try_store_item(I, user))
helmet = I
return TRUE
if(istype(I, /obj/item/clothing/mask) && !mask)
if(try_store_item(I, user))
mask = I
return TRUE
if(istype(I, /obj/item/clothing/shoes) && !boots)
if(try_store_item(I, user))
boots = I
return TRUE
if(((istype(I, /obj/item/tank) || I.w_class <= WEIGHT_CLASS_SMALL)) && !storage)
if(try_store_item(I, user))
storage = I
return TRUE
return FALSE
/**
* Tries to store the item, returns true if it's moved successfully, false otherwise (because of nodrop etc)
*
**/
/obj/machinery/suit_storage_unit/proc/try_store_item(obj/item/I, mob/user)
if(user.drop_item())
I.forceMove(src)
return TRUE
return FALSE
/obj/machinery/suit_storage_unit/power_change()
..() //we don't check parent return here because `is_operational` cares about other flags in stat
if(!is_operational() && state_open)
open_machine()
dump_contents()
update_icon(UPDATE_OVERLAYS)
/obj/machinery/suit_storage_unit/proc/dump_contents()
dropContents()
helmet = null
suit = null
mask = null
boots = null
storage = null
occupant = null
/obj/machinery/suit_storage_unit/MouseDrop_T(atom/A, mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || !Adjacent(A) || !isliving(A))
return
var/mob/living/target = A
if(!state_open)
to_chat(user, "<span class='warning'>[src]'s doors are shut!</span>")
return TRUE
if(!is_operational())
to_chat(user, "<span class='warning'>[src] is not operational!</span>")
return TRUE
if(occupant || helmet || suit || storage)
to_chat(user, "<span class='warning'>It's too cluttered inside to fit in!</span>")
return TRUE
if(target == user)
user.visible_message("<span class='warning'>[user] starts squeezing into [src]!</span>", "<span class='notice'>You start working your way into [src]...</span>")
else
target.visible_message("<span class='warning'>[user] starts shoving [target] into [src]!</span>", "<span class='userdanger'>[user] starts shoving you into [src]!</span>")
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/suit_storage_unit, put_in), user, target)
return TRUE
/obj/machinery/suit_storage_unit/proc/put_in(mob/user, mob/living/target)
if(!do_mob(user, target, 30))
return
if(occupant || helmet || suit || storage)
return
if(target == user)
user.visible_message("<span class='warning'>[user] slips into [src] and closes the door behind [user.p_them()]!</span>", "<span class='notice'>You slip into [src]'s cramped space and shut its door.</span>")
else
target.visible_message("<span class='warning'>[user] pushes [target] into [src] and shuts its door!<span>", "<span class='userdanger'>[user] shoves you into [src] and shuts the door!</span>")
close_machine(target)
if(occupant == target)
QDEL_LIST_CONTENTS(target.grabbed_by)
add_fingerprint(user)
/obj/machinery/suit_storage_unit/proc/cook()
if(uv_cycles)
uv_cycles--
uv = TRUE
if(occupant)
var/mob/living/mob_occupant = occupant
if(uv_super)
mob_occupant.adjustFireLoss(rand(20, 36))
else
mob_occupant.adjustFireLoss(rand(10, 16))
mob_occupant.emote("scream")
addtimer(CALLBACK(src, PROC_REF(cook)), 50)
else
uv_cycles = initial(uv_cycles)
uv = FALSE
for(var/atom/A in contents)
A.clean_blood(radiation_clean = FALSE) // we invoke the radiation cleaning proc directly
A.clean_radiation(12) // instead of letting clean_blood do it
if(uv_super)
visible_message("<span class='warning'>[src]'s door creaks open with a loud whining noise. A cloud of foul black smoke escapes from its chamber.</span>")
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 50, 1)
if(suit && !(suit.resistance_flags & LAVA_PROOF))
qdel(suit)
suit = null
if(helmet && !(helmet.resistance_flags & LAVA_PROOF))
qdel(helmet)
helmet = null
if(mask && !(mask.resistance_flags & LAVA_PROOF))
qdel(mask)
mask = null
if(boots && !(boots.resistance_flags & LAVA_PROOF))
qdel(boots)
boots = null
if(storage && !(storage.resistance_flags & LAVA_PROOF))
qdel(storage)
storage = null
else
if(!occupant)
visible_message("<span class='notice'>[src]'s door slides open. The glowing yellow lights dim to a gentle green.</span>")
else
visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
playsound(src, 'sound/machines/airlock_close.ogg', 25, 1)
if(occupant)
dump_contents()
update_icon(UPDATE_OVERLAYS)
SStgui.update_uis(src)
/obj/machinery/suit_storage_unit/relaymove(mob/user)
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open_machine()
dump_contents()
/obj/machinery/suit_storage_unit/container_resist(mob/living/user)
if(!locked)
open_machine()
dump_contents()
return
user.visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
"<span class='notice'>You start kicking against the doors... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
dump_contents()
add_fingerprint(user)
if(locked)
visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
"<span class='notice'>You start kicking against the doors...</span>")
addtimer(CALLBACK(src, PROC_REF(resist_open), user), 300)
else
open_machine()
dump_contents()
/obj/machinery/suit_storage_unit/proc/resist_open(mob/user)
if(!state_open && occupant && (user in src) && !user.stat) // Check they're still here.
visible_message("<span class='notice'>You see [user] burst out of [src]!</span>", \
"<span class='notice'>You escape the cramped confines of [src]!</span>")
open_machine()
//eventually move these onto the parent....
/obj/machinery/suit_storage_unit/proc/open_machine(drop = TRUE)
state_open = TRUE
if(drop)
dropContents()
update_icon(UPDATE_OVERLAYS)
SStgui.update_uis(src)
/obj/machinery/suit_storage_unit/dropContents()
var/turf/T = get_turf(src)
for(var/atom/movable/A in contents)
A.forceMove(T)
occupant = null
/obj/machinery/suit_storage_unit/proc/close_machine(atom/movable/target = null)
state_open = FALSE
if(!target)
for(var/am in loc)
if(!(occupant_typecache ? is_type_in_typecache(am, occupant_typecache) : isliving(am)))
continue
var/atom/movable/AM = am
if(AM.has_buckled_mobs())
continue
if(isliving(AM))
var/mob/living/L = am
if(L.buckled || L.mob_size >= MOB_SIZE_LARGE)
continue
target = am
var/mob/living/mobtarget = target
if(target && !target.has_buckled_mobs() && (!isliving(target) || !mobtarget.buckled))
occupant = target
target.forceMove(src)
SStgui.update_uis(src)
update_icon(UPDATE_OVERLAYS)
////////
/obj/machinery/suit_storage_unit/proc/check_allowed(user)
if(!(allowed(user) || !secure))
to_chat(user, "<span class='warning'>Access denied.</span>")
return FALSE
return TRUE
/obj/machinery/suit_storage_unit/attack_hand(mob/user)
if(..() || (stat & NOPOWER))
return
if(shocked && shock(user, 100))
return
if(panel_open) //The maintenance panel is open. Time for some shady stuff
wires.Interact(user)
ui_interact(user)
/obj/machinery/suit_storage_unit/attack_ghost(mob/user)
ui_interact(user)
/obj/machinery/suit_storage_unit/ui_state(mob/user)
return GLOB.default_state
/obj/machinery/suit_storage_unit/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SuitStorage", name)
ui.set_autoupdate(FALSE)
ui.open()
/obj/machinery/suit_storage_unit/ui_data(mob/user)
var/list/data = list(
"locked" = locked,
"open" = state_open,
"broken" = broken,
"helmet" = helmet ? helmet.name : null,
"suit" = suit ? suit.name : null,
"magboots" = boots ? boots.name : null,
"mask" = mask ? mask.name : null,
"storage" = storage ? storage.name : null,
"uv" = uv
)
return data
/obj/machinery/suit_storage_unit/ui_act(action, list/params)
if(..())
return
add_fingerprint(usr)
if(shocked && !(stat & NOPOWER))
if(shock(usr, 100))
return FALSE
. = TRUE
switch(action)
if("dispense_helmet")
dispense_helmet()
if("dispense_suit")
dispense_suit()
if("dispense_mask")
dispense_mask()
if("dispense_boots")
dispense_boots()
if("dispense_storage")
dispense_storage()
if("toggle_open")
if(!check_allowed(usr))
return FALSE
toggle_open(usr)
if("toggle_lock")
if(!check_allowed(usr))
return FALSE
toggle_lock(usr)
if("cook")
cook()
if("eject_occupant")
eject_occupant(usr)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/suit_storage_unit/proc/toggleUV()
if(!panel_open)
return
else
uv_super = !uv_super
/obj/machinery/suit_storage_unit/proc/togglesafeties()
if(!panel_open)
return
else
safeties = !safeties
/obj/machinery/suit_storage_unit/proc/dispense_helmet()
if(!helmet)
return
else
helmet.forceMove(loc)
helmet = null
/obj/machinery/suit_storage_unit/proc/dispense_suit()
if(!suit)
return
else
suit.forceMove(loc)
suit = null
/obj/machinery/suit_storage_unit/proc/dispense_mask()
if(!mask)
return
else
mask.forceMove(loc)
mask = null
/obj/machinery/suit_storage_unit/proc/dispense_boots()
if(!boots)
return
else
boots.forceMove(loc)
boots = null
/obj/machinery/suit_storage_unit/proc/dispense_storage()
if(!storage)
return
else
storage.forceMove(loc)
storage = null
/obj/machinery/suit_storage_unit/proc/toggle_open(mob/user as mob)
if(locked || uv)
to_chat(user, "<span class='danger'>Unable to open unit.</span>")
return
if(occupant)
eject_occupant(user)
return
state_open = !state_open
/obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
if(occupant && safeties)
to_chat(user, "<span class='warning'>The unit's safety protocols disallow locking when a biological form is detected inside its compartments.</span>")
return
if(state_open)
return
locked = !locked
/obj/machinery/suit_storage_unit/proc/eject_occupant(mob/user as mob)
if(locked)
return
if(!occupant)
return
if(user)
if(user != occupant)
to_chat(occupant, "<span class='warning'>The machine kicks you out!</span>")
if(user.loc != loc)
to_chat(occupant, "<span class='warning'>You leave the not-so-cozy confines of [src].</span>")
occupant.forceMove(loc)
occupant = null
if(!state_open)
state_open = 1
update_icon(UPDATE_OVERLAYS)
return
/obj/machinery/suit_storage_unit/force_eject_occupant(mob/target)
eject_occupant()
/obj/machinery/suit_storage_unit/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/suit_storage_unit/proc/check_electrified_callback()
if(!wires.is_cut(WIRE_ELECTRIFY))
shocked = FALSE
/obj/machinery/suit_storage_unit/emag_act(mob/user)
if(uv)
to_chat(user, "<span class='warning'>[src] is currently undergoing a disinfection cycle, it wont open.</span>")
return
playsound(src, "sparks", 75, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(user, "<span class='warning'>You short out [src]'s internal circuitry, causing its safeties to fail, and dumping its contents.</span>")
open_machine()
dump_contents()
eject_occupant()
update_icon(UPDATE_OVERLAYS)
locked = FALSE
if(safeties)
togglesafeties(FALSE)
if(!uv_super)
toggleUV(TRUE)
secure = FALSE