mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-26 17:31:58 +00:00
Thanks to Exadv1 the reagent checking code for chem got a nice performance tweak. Minor text change to the steal ai objective. Few runtimes/nullchecks fixed. HoS does not spawn with a flash, Warden does not spawn with a taser, Security officers now spawn with a flash. Wizarditis has been uncommented and nerffed quite a bit. Moved most of the suits over to the clothing module folder. Force 0 items won't damage humans. The two lockboxes have been readded to the armory. The brigs extra large power cell has been cut in half. (still twice as large as normal apcs) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2480 316c924e-a436-60f5-8080-3fe189b3f50e
183 lines
4.9 KiB
Plaintext
183 lines
4.9 KiB
Plaintext
/obj/structure/secure_closet/captains
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name = "Captain's Closet"
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req_access = list(access_captain)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/suit/captunic(src)
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new /obj/item/clothing/head/helmet/cap(src)
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new /obj/item/clothing/under/rank/captain(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/gloves/captain(src)
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new /obj/item/clothing/head/helmet/swat(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/device/radio/headset/heads/captain(src)
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new /obj/item/weapon/reagent_containers/food/drinks/flask(src)
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new /obj/item/weapon/gun/energy/gun(src)
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return
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/obj/structure/secure_closet/hop
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name = "Head of Personnel"
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req_access = list(access_hop)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/under/rank/head_of_personnel(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/device/radio/headset/heads/hop(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/weapon/storage/id_kit(src)
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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return
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/obj/structure/secure_closet/hos
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name = "Head Of Security"
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req_access = list(access_hos)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/under/jensen(src)
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new /obj/item/clothing/suit/armor/hos/jensen(src)
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new /obj/item/clothing/head/helmet/HoS/dermal(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/weapon/shield/riot(src)
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new /obj/item/weapon/storage/lockbox/loyalty(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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return
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/obj/structure/secure_closet/warden
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name = "Warden's Locker"
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req_access = list(access_armory)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/under/rank/warden(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/head/helmet/warden(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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return
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/obj/structure/secure_closet/security
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name = "Security Locker"
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req_access = list(access_security)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/flashbang(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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return
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/obj/structure/secure_closet/detective
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name = "Detective"
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req_access = list(access_forensics_lockers)
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icon_state = "cabinetdetective"
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icon_closed = "cabinetdetective"
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icon_locked = "cabinetdetective_locked"
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icon_opened = "cabinetdetective_open"
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icon_broken = "cabinetdetective_broken"
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icon_off = "cabinetdetective_broken"
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New()
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..()
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sleep(2)
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new /obj/item/clothing/under/det(src)
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new /obj/item/clothing/suit/det_suit/armor(src)
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new /obj/item/clothing/suit/det_suit(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/head/det_hat(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/storage/fcard_kit(src)
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new /obj/item/weapon/fcardholder(src)
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new /obj/item/weapon/clipboard(src)
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new /obj/item/device/detective_scanner(src)
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return
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/obj/structure/secure_closet/injection
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name = "Lethal Injections"
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req_access = list(access_hos)
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New()
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..()
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sleep(2)
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new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
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new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
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return
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/obj/structure/secure_closet/brig
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name = "Brig Locker"
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req_access = list(access_brig)
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anchored = 1
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var/id = null
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New()
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new /obj/item/clothing/under/color/orange( src )
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new /obj/item/clothing/shoes/orange( src )
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return
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/obj/structure/secure_closet/courtroom
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name = "Courtroom Locker"
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req_access = list(access_court)
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New()
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..()
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sleep(2)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/pen (src)
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new /obj/item/clothing/suit/judgerobe (src)
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new /obj/item/clothing/head/powdered_wig (src)
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new /obj/item/weapon/storage/briefcase(src)
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return
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