mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-25 17:51:17 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
670 lines
18 KiB
Plaintext
670 lines
18 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 = 200//Might be a bit much, dono can always change later
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/obj/structure/closet/acloset
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name = "Strange closet"
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desc = "It looks alien!"
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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/fireaxecabinet
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name = "Fire Axe Cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/fireaxe/FIREAXE = new/obj/item/weapon/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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density = 0
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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var/hasaxe = 0 //gonna come in handy later~
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if(FIREAXE)
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hasaxe = 1
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if (isrobot(usr) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "\red Resetting circuitry..."
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playsound(user, 'lockreset.ogg', 50, 1)
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sleep(50) // Sleeping time~
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src.locked = 0
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user << "\blue You disable the locking modules."
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update_icon()
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return
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if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(src.smashed)
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return
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else
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playsound(user, 'Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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user << "\blue The cabinet's protective glass glances off the hit."
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/fireaxe) && src.localopened)
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if(!FIREAXE)
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if(O.wielded)
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user << "\red Unwield the axe first."
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return
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FIREAXE = O
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user.drop_item(O)
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src.contents += O
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user << "\blue You place the fire axe back in the [src.name]."
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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user << "\red Resetting circuitry..."
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sleep(50)
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src.locked = 1
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user << "\blue You re-enable the locking modules."
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playsound(user, 'lockenable.ogg', 50, 1)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(FIREAXE)
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hasaxe = 1
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if(src.locked)
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user <<"\red The cabinet won't budge!"
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return
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if(localopened)
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if(FIREAXE)
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user.put_in_hand(FIREAXE)
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FIREAXE = null
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user << "\blue You take the fire axe from the [name]."
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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usr << "\red The cabinet won't budge!"
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else if(src.smashed)
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usr << "\blue The protective glass is broken!"
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return
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localopened = !localopened
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update_icon()
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verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(FIREAXE)
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usr.put_in_hand(FIREAXE)
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FIREAXE = null
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usr << "\blue You take the Fire axe from the [name]."
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else
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usr << "\blue The [src.name] is empty."
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else
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usr << "\blue The [src.name] is closed."
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update_icon()
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attack_paw(mob/user as mob)
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attack_hand(user)
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return
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attack_ai(mob/user as mob)
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if(src.smashed)
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user << "\red The security of the cabinet is compromised."
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return
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else
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locked = !locked
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if(locked)
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user << "\red Cabinet locked."
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else
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user << "\blue Cabinet unlocked."
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return
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update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(FIREAXE)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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open()
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return
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close()
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return
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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. Comes with janitor's clothes and biohazard gear."
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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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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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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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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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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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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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desc = "Gear preperations closet."
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/obj/structure/closet/syndicate/nuclear
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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/extinguisher
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name = "Extinguisher closet"
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desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
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icon_state = "extinguisher10"
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icon_opened = "extinguisher11"
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icon_closed = "extinguisher10"
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opened = 1
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anchored = 1
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density = 0
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var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
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var/localopened = 1
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open()
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return
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close()
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return
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (isrobot(usr))
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return
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if (istype(O, /obj/item/weapon/extinguisher))
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if(!EXTINGUISHER)
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user.drop_item(O)
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src.contents += O
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EXTINGUISHER = O
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user << "\blue You place the extinguisher in the [src.name]."
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else
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localopened = !localopened
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else
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localopened = !localopened
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update_icon()
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attack_hand(mob/user as mob)
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if(localopened)
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if(EXTINGUISHER)
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user.put_in_hand(EXTINGUISHER)
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EXTINGUISHER = null
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user << "\blue You take the extinguisher from the [name]."
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else
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localopened = !localopened
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else
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localopened = !localopened
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update_icon()
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verb/toggle_openness() //nice name, huh? HUH?!
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr))
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return
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localopened = !localopened
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update_icon()
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verb/remove_extinguisher()
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set name = "Remove Extinguisher"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(EXTINGUISHER)
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usr.put_in_hand(EXTINGUISHER)
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EXTINGUISHER = null
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usr << "\blue You take the extinguisher from the [name]."
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else
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usr << "\blue The [name] is empty."
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else
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usr << "\blue The [name] is closed."
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update_icon()
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attack_paw(mob/user as mob)
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attack_hand(user)
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return
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attack_ai(mob/user as mob)
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return
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update_icon()
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var/hasextinguisher = 0
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if(EXTINGUISHER)
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hasextinguisher = 1
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icon_state = text("extinguisher[][]",hasextinguisher,src.localopened)
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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."
|
|
icon_state = "black"
|
|
icon_closed = "black"
|
|
|
|
/obj/structure/closet/wardrobe/chaplain_black
|
|
name = "Chaplain Wardrobe"
|
|
desc = "Closet of basic chaplain clothes."
|
|
icon_state = "black"
|
|
icon_closed = "black"
|
|
|
|
/obj/structure/closet/wardrobe/green
|
|
name = "Green Wardrobe"
|
|
desc = "Contains green jumpsuits."
|
|
icon_state = "green"
|
|
icon_closed = "green"
|
|
|
|
/obj/structure/closet/wardrobe/mixed
|
|
name = "Mixed Wardrobe"
|
|
desc = "This appears to contain several different sets of clothing."
|
|
icon_state = "mixed"
|
|
icon_closed = "mixed"
|
|
|
|
/obj/structure/closet/wardrobe/orange
|
|
name = "Prisoners Wardrobe"
|
|
desc = "Contains orange jumpsuits."
|
|
icon_state = "orange"
|
|
icon_closed = "orange"
|
|
|
|
/obj/structure/closet/wardrobe/pink
|
|
name = "Pink Wardrobe"
|
|
desc = "Contains pink jumpsuits."
|
|
icon_state = "pink"
|
|
icon_closed = "pink"
|
|
|
|
/obj/structure/closet/wardrobe/red
|
|
name = "Red Wardrobe"
|
|
desc = "Contains red jumpsuits."
|
|
icon_state = "red"
|
|
icon_closed = "red"
|
|
|
|
/obj/structure/closet/wardrobe/white
|
|
name = "White Wardrobe"
|
|
desc = "Contains white jumpsuits."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
/obj/structure/closet/wardrobe/toxins_white
|
|
name = "Toxins Wardrobe"
|
|
desc = "Contains toxins jumpsuits."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
/obj/structure/closet/wardrobe/genetics_white
|
|
name = "Genetics Wardrobe"
|
|
desc = "Contains genetics jumpsuits."
|
|
icon_state = "white"
|
|
icon_closed = "white"
|
|
|
|
/obj/structure/closet/wardrobe/yellow
|
|
name = "Yellow Wardrobe"
|
|
desc = "Contains yellow jumpsuits."
|
|
icon_state = "wardrobe-y"
|
|
icon_closed = "wardrobe-y"
|
|
|
|
/obj/structure/closet/wardrobe/engineering_yellow
|
|
name = "Engineering Wardrobe"
|
|
desc = "Contains engineering jumpsuits."
|
|
icon_state = "yellow"
|
|
icon_closed = "yellow"
|
|
|
|
/obj/structure/closet/wardrobe/atmospherics_yellow
|
|
name = "Atmospherics Wardrobe"
|
|
desc = "Contains atmospheric jumpsuits."
|
|
icon_state = "yellow"
|
|
icon_closed = "yellow"
|
|
|
|
/obj/structure/closet/wardrobe/grey
|
|
name = "Grey Wardrobe"
|
|
desc = "Contains grey jumpsuits."
|
|
icon_state = "grey"
|
|
icon_closed = "grey"
|
|
|
|
|
|
|
|
/obj/structure/secure_closet
|
|
desc = "An immobile card-locked storage closet."
|
|
name = "Security Locker"
|
|
icon = 'closet.dmi'
|
|
icon_state = "secure1"
|
|
density = 1
|
|
var/opened = 0
|
|
var/locked = 1
|
|
var/broken = 0
|
|
var/large = 1
|
|
var/icon_closed = "secure"
|
|
var/icon_locked = "secure1"
|
|
var/icon_opened = "secureopen"
|
|
var/icon_broken = "securebroken"
|
|
var/icon_off = "secureoff"
|
|
var/wall_mounted = 0 //never solid (You can always pass over it)
|
|
var/health = 300
|
|
|
|
/obj/structure/secure_closet/medical_wall
|
|
name = "First Aid Closet"
|
|
desc = "A wall mounted closet which --should-- contain medical supplies."
|
|
icon_state = "medical_wall_locked"
|
|
icon_closed = "medical_wall_unlocked"
|
|
icon_locked = "medical_wall_locked"
|
|
icon_opened = "medical_wall_open"
|
|
icon_broken = "medical_wall_spark"
|
|
icon_off = "medical_wall_off"
|
|
anchored = 1
|
|
density = 0
|
|
wall_mounted = 1
|
|
req_access = list(access_medical)
|
|
|
|
/obj/structure/secure_closet/personal
|
|
desc = "The first card swiped gains control."
|
|
name = "Personal Closet"
|
|
|
|
/obj/structure/secure_closet/personal/patient
|
|
name = "Patient's closet"
|
|
|
|
/obj/structure/secure_closet/kitchen
|
|
name = "Kitchen Cabinet"
|
|
req_access = list(access_kitchen)
|
|
|
|
/obj/structure/secure_closet/kitchen/mining
|
|
req_access = list()
|
|
|
|
/obj/structure/secure_closet/meat
|
|
name = "Meat Fridge"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
|
|
/obj/structure/secure_closet/fridge
|
|
name = "Refrigerator"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
|
|
/obj/structure/secure_closet/money_freezer
|
|
name = "Freezer"
|
|
icon_state = "fridge1"
|
|
icon_closed = "fridge"
|
|
icon_locked = "fridge1"
|
|
icon_opened = "fridgeopen"
|
|
icon_broken = "fridgebroken"
|
|
icon_off = "fridge1"
|
|
req_access = list(access_heads_vault)
|
|
|
|
/obj/structure/secure_closet/wall
|
|
name = "wall locker"
|
|
req_access = list(access_security)
|
|
icon_state = "wall-locker1"
|
|
density = 1
|
|
icon_closed = "wall-locker"
|
|
icon_locked = "wall-locker1"
|
|
icon_opened = "wall-lockeropen"
|
|
icon_broken = "wall-lockerbroken"
|
|
icon_off = "wall-lockeroff"
|
|
|
|
//too small to put a man in
|
|
large = 0 |