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Paradise/code/game/objects/closets/secure/personal.dm

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/obj/secure_closet/personal/var/registered = null
/obj/secure_closet/personal/req_access = list(access_all_personal_lockers)
/obj/secure_closet/personal/New()
..()
spawn(2)
new /obj/item/device/radio/signaler( src )
new /obj/item/weapon/pen( src )
new /obj/item/weapon/storage/backpack( src )
new /obj/item/device/radio/headset( src )
return
/obj/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 (src.allowed(user) || !src.registered || (istype(W, /obj/item/weapon/card/id) && src.registered == I.registered))
//they can open all lockers, or nobody owns this, or they own this locker
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
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) && !src.broken)
src.broken = 1
src.locked = 0
src.desc = "It appears to be broken."
src.icon = 'closet.dmi'
src.icon_state = "securebroken"
for(var/mob/O in viewers(user, 3))
if ((O.client && !( O.blinded )))
O << text("\blue The locker has been broken by [user] with an electromagnetic card!")
else
user << "\red Access Denied"
return