mirror of
https://github.com/ParadiseSS13/Paradise.git
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Conflicts: code/modules/mob/mob_defines.dm icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/obj/storage.dmi maps/tgstation.2.0.8.dmm
515 lines
14 KiB
Plaintext
515 lines
14 KiB
Plaintext
/obj/structure/closet
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name = "Closet"
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desc = "It's a closet."
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icon = 'closet.dmi'
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icon_state = "closed"
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density = 1
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = 0
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var/welded = 0
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var/wall_mounted = 0 //never solid (You can always pass over it)
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flags = FPRINT
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var/health = 100
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var/lastbang
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var/lasttry = 0
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layer = 2.98
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/obj/structure/closet/detective
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name = "Detective's Closet"
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desc = "Holds the detective's clothes while his coat rack is being repaired."
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/obj/structure/closet/acloset
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name = "Strange closet"
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desc = "It looks weird."
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icon_state = "acloset"
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icon_closed = "acloset"
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icon_opened = "aclosetopen"
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/obj/structure/closet/cabinet
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name = "Cabinet"
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desc = "Old will forever be in fashion."
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icon_state = "cabinet_closed"
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icon_closed = "cabinet_closed"
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icon_opened = "cabinet_open"
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'items.dmi'
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icon_state = "strangepresent"
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density = 1
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anchored = 0
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/obj/structure/closet/gmcloset
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name = "Formal closet"
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desc = "A bulky (yet mobile) closet. Comes with formal clothes."
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/obj/structure/closet/emcloset
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name = "Emergency Closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
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icon_state = "emergency"
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icon_closed = "emergency"
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icon_opened = "emergencyopen"
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/obj/structure/closet/firecloset
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name = "Fire Closet"
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desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
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icon_state = "firecloset"
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icon_closed = "firecloset"
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icon_opened = "fireclosetopen"
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/obj/structure/closet/hydrant //wall mounted fire closet
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name = "Fire Closet"
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desc = "A wall mounted closet which comes with supplies to fight fire."
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icon_state = "hydrant"
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icon_closed = "hydrant"
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icon_opened = "hydrant_open"
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anchored = 1
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density = 0
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wall_mounted = 1
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/obj/structure/closet/medical_wall //wall mounted medical closet
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name = "First Aid Closet"
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desc = "A wall mounted closet which should have some first aid."
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icon_state = "medical_wall"
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icon_closed = "medical_wall"
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icon_opened = "medical_wall_open"
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anchored = 1
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density = 0
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wall_mounted = 1
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/obj/structure/closet/toolcloset
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name = "Tool Closet"
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desc = "A bulky (yet mobile) closet. Contains tools."
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icon_state = "toolcloset"
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icon_closed = "toolcloset"
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icon_opened = "toolclosetopen"
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/obj/structure/closet/jcloset
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name = "Custodial Closet"
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desc = "A bulky (yet mobile) closet. Contains the janitor's gear."
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/obj/structure/closet/jcloset2
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name = "Cleaner's Closet"
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desc = "A bulky (yet mobile) closet. Contains various items for cleaning."
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/obj/structure/closet/lawcloset
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name = "Legal Closet"
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desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
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/obj/structure/closet/coffin
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name = "coffin"
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desc = "A burial receptacle for the dearly departed."
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icon_state = "coffin"
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icon_closed = "coffin"
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icon_opened = "coffin_open"
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/obj/structure/closet/bombcloset
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name = "EOD closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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icon_state = "bombsuit"
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icon_closed = "bombsuit"
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icon_opened = "bombsuitopen"
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/obj/structure/closet/bombclosetsecurity
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name = "EOD closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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icon_state = "bombsuitsec"
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icon_closed = "bombsuitsec"
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icon_opened = "bombsuitsecopen"
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/obj/structure/closet/l3closet
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio"
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icon_closed = "bio"
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icon_opened = "bioopen"
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/obj/structure/closet/l3closet/general
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio_general"
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icon_closed = "bio_general"
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icon_opened = "bio_generalopen"
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/obj/structure/closet/l3closet/virology
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio_virology"
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icon_closed = "bio_virology"
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icon_opened = "bio_virologyopen"
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/obj/structure/closet/l3closet/security
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio_security"
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icon_closed = "bio_security"
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icon_opened = "bio_securityopen"
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/obj/structure/closet/l3closet/janitor
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio_janitor"
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icon_closed = "bio_janitor"
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icon_opened = "bio_janitoropen"
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/obj/structure/closet/l3closet/scientist
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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icon_state = "bio_scientist"
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icon_closed = "bio_scientist"
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icon_opened = "bio_scientistopen"
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/obj/structure/closet/syndicate
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name = "Weapons Closet"
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desc = "Why is this here?"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/structure/closet/syndicate/personal
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name = "Gear Closet"
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desc = "Gear preperations closet."
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/obj/structure/closet/syndicate/nuclear
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name = "Nuclear Closet"
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desc = "Nuclear preperations closet."
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// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
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/obj/structure/closet/gimmick
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name = "Administrative Supply Closet"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Closet of things that have no right being here."
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anchored = 0
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/obj/structure/closet/gimmick/russian
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name = "Russian Surplus"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Russian Surplus Closet"
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/obj/structure/closet/gimmick/tacticool
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name = "Tacticool Gear"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Tacticool Gear Closet"
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/obj/structure/closet/thunderdome
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet"
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anchored = 1
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/obj/structure/closet/thunderdome/tdred
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet"
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/obj/structure/closet/thunderdome/tdgreen
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desc = "Everything you need!"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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name = "Thunderdome closet"
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/obj/structure/closet/malf/suits
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desc = "Gear preparations closet"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/structure/closet/wardrobe
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desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
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name = "Wardrobe"
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icon_state = "blue"
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icon_closed = "blue"
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/obj/structure/closet/wardrobe/black
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name = "Black Wardrobe"
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desc = "Contains black jumpsuits."
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icon_state = "black"
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icon_closed = "black"
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/obj/structure/closet/wardrobe/chaplain_black
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name = "Chaplain Wardrobe"
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desc = "Closet of basic chaplain clothes."
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icon_state = "black"
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icon_closed = "black"
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/obj/structure/closet/wardrobe/green
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name = "Green Wardrobe"
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desc = "Contains green jumpsuits."
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icon_state = "green"
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icon_closed = "green"
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/obj/structure/closet/wardrobe/mixed
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name = "Mixed Wardrobe"
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desc = "This appears to contain several different sets of clothing."
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icon_state = "mixed"
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icon_closed = "mixed"
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/obj/structure/closet/wardrobe/orange
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name = "Prisoner's Wardrobe"
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desc = "Contains orange jumpsuits."
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icon_state = "orange"
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icon_closed = "orange"
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/obj/structure/closet/wardrobe/pink
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name = "Pink Wardrobe"
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desc = "Contains pink jumpsuits."
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icon_state = "pink"
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icon_closed = "pink"
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/obj/structure/closet/wardrobe/red
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name = "Red Wardrobe"
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desc = "Contains red security jumpsuits."
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icon_state = "red"
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icon_closed = "red"
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/obj/structure/closet/wardrobe/warden
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name = "Warden's Wardrobe"
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desc = "Contains the warden's security uniform."
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icon_state = "red"
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icon_closed = "red"
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/obj/structure/closet/wardrobe/hos
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name = "Head of Security's Wardrobe"
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desc = "Contains the Head of Security's uniform."
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icon_state = "red"
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icon_closed = "red"
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/obj/structure/closet/wardrobe/hop
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name = "Head of Personnel's Wardrobe"
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desc = "Contains the Head of Personnel's uniform."
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icon_state = "blue"
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icon_closed = "blue"
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/obj/structure/closet/wardrobe/white
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name = "White Wardrobe"
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desc = "Contains white jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/toxins_white
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name = "Toxins Wardrobe"
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desc = "Contains toxins jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/genetics_white
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name = "Genetics Wardrobe"
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desc = "Contains genetics jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/medic_white
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name = "Doctor's Wardrobe"
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desc = "Contains medical jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/chemistry_white
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name = "Chemistry Wardrobe"
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desc = "Contains chemistry jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/nurse
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name = "Nurse's Wardrobe"
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desc = "Contains nurse uniforms."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/cmo
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name = "Chief Medical Officer's Wardrobe"
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desc = "Contains the Chief Medical Officer's clothing."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/rd
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name = "Research Director's Wardrobe"
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desc = "Contains the Research Director's clothing."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/scientist
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name = "Scientist's Wardrobe"
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desc = "Contains the scientist's clothing."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/virology_white
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name = "Virology Wardrobe"
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desc = "Contains virologist jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/yellow
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name = "Yellow Wardrobe"
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desc = "Contains yellow jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/wardrobe/engineering_yellow
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name = "Engineering Wardrobe"
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desc = "Contains engineering jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/wardrobe/robotics_yellow
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name = "Robotics Wardrobe"
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desc = "Contains robotics jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/wardrobe/atmospherics_yellow
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name = "Atmospherics Wardrobe"
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desc = "Contains atmospheric jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/wardrobe/grey
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name = "Grey Wardrobe"
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desc = "Contains grey jumpsuits."
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icon_state = "grey"
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icon_closed = "grey"
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/obj/structure/closet/wardrobe/bartender_black
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name = "Bartender's Wardrobe"
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desc = "Closet of basic bartending clothes."
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icon_state = "black"
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icon_closed = "black"
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/obj/structure/closet/wardrobe/chef_white
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name = "Chef's Wardrobe"
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desc = "Contains chef jumpsuits."
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/hydro_green
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name = "Hydroponics Wardrobe"
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desc = "Contains botanist jumpsuits."
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icon_state = "green"
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icon_closed = "green"
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/obj/structure/closet/wardrobe/librarian_red
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name = "Librarian's Wardrobe"
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desc = "Contains librarian jumpsuits."
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icon_state = "red"
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icon_closed = "red"
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/obj/structure/closet/wardrobe/cargo_yellow
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name = "Cargo Tech's Wardrobe"
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desc = "Contains cargo tech jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/wardrobe/qm_yellow
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name = "Quartermaster's Wardrobe"
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desc = "Contains quartermaster jumpsuits."
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/structure/closet/secure_closet
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desc = "An immobile card-locked storage closet."
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name = "Security Locker"
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icon = 'closet.dmi'
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icon_state = "secure1"
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density = 1
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opened = 0
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var/locked = 1
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var/broken = 0
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var/large = 1
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icon_closed = "secure"
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var/icon_locked = "secure1"
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icon_opened = "secureopen"
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var/icon_broken = "securebroken"
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var/icon_off = "secureoff"
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wall_mounted = 0 //never solid (You can always pass over it)
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health = 200
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/obj/structure/closet/secure_closet/medical_wall
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name = "First Aid Closet"
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desc = "A wall mounted closet which --should-- contain medical supplies."
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icon_state = "medical_wall_locked"
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icon_closed = "medical_wall_unlocked"
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icon_locked = "medical_wall_locked"
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icon_opened = "medical_wall_open"
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icon_broken = "medical_wall_spark"
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icon_off = "medical_wall_off"
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anchored = 1
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density = 0
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wall_mounted = 1
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req_access = list(access_medical)
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/obj/structure/closet/secure_closet/personal
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desc = "The first card swiped gains control."
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name = "Personal Closet"
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/obj/structure/closet/secure_closet/personal/patient
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name = "Patient's closet"
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/obj/structure/closet/secure_closet/kitchen
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name = "Kitchen Cabinet"
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req_access = list(access_kitchen)
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/obj/structure/closet/secure_closet/kitchen/mining
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req_access = list()
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/obj/structure/closet/secure_closet/meat
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name = "Meat Fridge"
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icon_state = "fridge1"
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icon_closed = "fridge"
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icon_locked = "fridge1"
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icon_opened = "fridgeopen"
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icon_broken = "fridgebroken"
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icon_off = "fridge1"
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/obj/structure/closet/secure_closet/fridge
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name = "Refrigerator"
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icon_state = "fridge1"
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icon_closed = "fridge"
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icon_locked = "fridge1"
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icon_opened = "fridgeopen"
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icon_broken = "fridgebroken"
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icon_off = "fridge1"
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/obj/structure/closet/secure_closet/money_freezer
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name = "Freezer"
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icon_state = "fridge1"
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icon_closed = "fridge"
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icon_locked = "fridge1"
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icon_opened = "fridgeopen"
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icon_broken = "fridgebroken"
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icon_off = "fridge1"
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req_access = list(access_heads_vault)
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/obj/structure/closet/secure_closet/personal/patient
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name = "patient's closet"
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/obj/structure/closet/secure_closet/wall
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name = "wall locker"
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req_access = list(access_security)
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icon_state = "wall-locker1"
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density = 1
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icon_closed = "wall-locker"
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icon_locked = "wall-locker1"
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icon_opened = "wall-lockeropen"
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icon_broken = "wall-lockerbroken"
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icon_off = "wall-lockeroff"
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//too small to put a man in
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large = 0 |