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b51cc0f31c
* Adds animated closets * Remove unecessary icon states and fixes secure closets * Actually fixes secure closets * Please our linting overlords. * Fixes non-crate subtypes * Update code/game/objects/structures/crates_lockers/closets.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Chap <erwin@lombok.demon.nl> * Moved legacy closet icons to seperate file * Remove some unused variables * GC * Moved to proper destroy * It's good when code compiles --------- Signed-off-by: Chap <erwin@lombok.demon.nl> Co-authored-by: adrermail@gmail.com <adrermail@gmail.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
160 lines
4.5 KiB
Plaintext
160 lines
4.5 KiB
Plaintext
/* Utility Closets
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* Contains:
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* Emergency Closet
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* Fire Closet
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* Tool Closet
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* Radiation Closet
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* Bombsuit Closet
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* Hydrant
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* First Aid
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*/
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/*
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* Emergency Closet
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*/
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/obj/structure/closet/emcloset
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name = "emergency closet"
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desc = "It's a storage unit for emergency breathmasks and o2 tanks."
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icon_state = "emergency"
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/obj/structure/closet/emcloset/anchored
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anchored = TRUE
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/obj/structure/closet/emcloset/populate_contents()
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switch(pickweight(list("small" = 55, "aid" = 25, "tank" = 10, "both" = 10, "nothing" = 0, "delete" = 0)))
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if("small")
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new /obj/item/tank/internals/emergency_oxygen(src)
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new /obj/item/tank/internals/emergency_oxygen(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/clothing/mask/breath(src)
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if("aid")
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new /obj/item/tank/internals/emergency_oxygen(src)
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new /obj/item/storage/toolbox/emergency(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/storage/firstaid/o2(src)
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if("tank")
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new /obj/item/tank/internals/emergency_oxygen/engi(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/tank/internals/emergency_oxygen/engi(src)
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new /obj/item/clothing/mask/breath(src)
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if("both")
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new /obj/item/storage/toolbox/emergency(src)
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new /obj/item/tank/internals/emergency_oxygen/engi(src)
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/storage/firstaid/o2(src)
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// teehee - Ah, tg coders...
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if("delete")
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qdel(src) // Please make this use init hints its called from Initialize() I beg
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/obj/structure/closet/emcloset/legacy/populate_contents()
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new /obj/item/tank/internals/oxygen(src)
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new /obj/item/clothing/mask/gas(src)
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/*
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* Fire Closet
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*/
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/obj/structure/closet/firecloset
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name = "fire-safety closet"
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desc = "It's a storage unit for fire-fighting supplies."
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icon_state = "fire"
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/obj/structure/closet/firecloset/populate_contents()
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/tank/internals/oxygen/red(src)
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new /obj/item/clothing/head/hardhat/red(src)
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/obj/structure/closet/firecloset/full/populate_contents()
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/flashlight(src)
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new /obj/item/tank/internals/oxygen/red(src)
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new /obj/item/clothing/head/hardhat/red(src)
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/*
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* Tool Closet
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*/
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/obj/structure/closet/toolcloset
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name = "tool closet"
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desc = "It's a storage unit for tools."
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icon_state = "eng"
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closed_door_sprite = "eng_tool"
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/obj/structure/closet/toolcloset/populate_contents()
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if(prob(40))
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new /obj/item/clothing/suit/storage/hazardvest/staff(src)
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if(prob(70))
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new /obj/item/flashlight(src)
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if(prob(70))
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new /obj/item/screwdriver(src)
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if(prob(70))
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new /obj/item/wrench(src)
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if(prob(70))
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new /obj/item/weldingtool(src)
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if(prob(70))
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new /obj/item/crowbar(src)
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if(prob(70))
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new /obj/item/wirecutters(src)
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if(prob(70))
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new /obj/item/t_scanner(src)
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if(prob(20))
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new /obj/item/storage/belt/utility(src)
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if(prob(30))
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new /obj/item/stack/cable_coil/random(src)
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if(prob(30))
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new /obj/item/stack/cable_coil/random(src)
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if(prob(30))
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new /obj/item/stack/cable_coil/random(src)
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if(prob(20))
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new /obj/item/multitool(src)
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if(prob(5))
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new /obj/item/clothing/gloves/color/yellow(src)
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if(prob(40))
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new /obj/item/clothing/head/hardhat(src)
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/*
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* Radiation Closet
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*/
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/obj/structure/closet/radiation
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name = "radiation suit closet"
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desc = "It's a storage unit for rad-protective suits."
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icon_state = "eng"
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closed_door_sprite = "eng_rad"
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/obj/structure/closet/radiation/populate_contents()
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new /obj/item/geiger_counter(src)
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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/*
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* Bombsuit closet
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*/
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/obj/structure/closet/bombcloset
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name = "\improper EOD closet"
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desc = "It's a storage unit for explosion-protective suits."
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icon_state = "bomb"
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/obj/structure/closet/bombcloset/populate_contents()
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new /obj/item/clothing/suit/bomb_suit( src )
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new /obj/item/clothing/under/color/black( src )
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new /obj/item/clothing/shoes/black( src )
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new /obj/item/clothing/head/bomb_hood( src )
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/obj/structure/closet/bombclosetsecurity
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name = "\improper EOD closet"
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desc = "It's a storage unit for explosion-protective suits."
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icon_state = "bomb"
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/obj/structure/closet/bombclosetsecurity/populate_contents()
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new /obj/item/clothing/suit/bomb_suit/security( src )
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new /obj/item/clothing/under/rank/security/officer( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/head/bomb_hood/security( src )
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