Files
Paradise/code/game/objects/closets/secure/personal.dm
baloh.matevz 050accb57b - Brought 2.0.8 and uterus up to date with the new type paths.
- Added an atmostech belt that spawns with the same tools as the engineer full belt, just the wire is replaced by an analyzer.
- Atmos techs now spawn with this belt
- Added a detective-styled personal closet, that contains a satchel, which contains a wallet, which contains one or two spacecash items and a coin.
- Slightly redesigned two of the dorm rooms so they have this new cabinet - closet with the stuff mentioned above.
- Slightly changed the spawn order of items in engineering closets so that hazard vests spawn above toolboxes. Hopefully this will spare a few fiddly clicks for engineers.
- Detective locker now spawns with the locked sprite
- Engineering now has the L2 radioactive suit lockers that contain rad suits instead of that crate.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3039 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-05 22:41:48 +00:00

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/obj/structure/closet/secure_closet/personal/var/registered = null
/obj/structure/closet/secure_closet/personal/req_access = list(access_all_personal_lockers)
/obj/structure/closet/secure_closet/personal/New()
..()
spawn(2)
new /obj/item/weapon/storage/backpack( src )
new /obj/item/device/radio/headset( src )
return
/obj/structure/closet/secure_closet/personal/patient/New()
..()
spawn(4)
contents = list()
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/shoes/white( src )
return
/obj/structure/closet/secure_closet/personal/cabinet/New()
..()
spawn(4)
contents = list()
new /obj/item/weapon/storage/backpack/satchel( src )
new /obj/item/device/radio/headset( src )
return
/obj/structure/closet/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/effect/system/spark_spread/spark_system = new /datum/effect/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