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Added Seraph exosuit. A command-type marauder with slightly better stats and different equipment. Found in CentCom. Changed Marauder access to centcom special ops. Marauders now come equipped with an armor booster module. When entering exosuits, the exosuit will now face in the appropriate direction. Affects Durand, Gygax, and Phazon. Minor changes to CentCom. Fixed a minor bug with respawn character. It should no longer report character destroyed for object completion for brand-new characters. Fixed gas mask icons for monkeys. Nerfed monkey vent crawling. Monkey needs to be naked to crawl through vents. And not hold anything in their hands/paws. Merged CentCom with z-level 6 (hand tele adjusted for z level 2). Deleted ship building docks since they are not used. Z-level 6 left empty. Detectives can now name their gun. Right click to use the verb, when holding the item. Energy swords/cutlasses will properly change icons now when activated or deactivated. Same with energy axes. Changed some melee weapon paths a bit to accomodate this (and so they're easier to track). Replaced cigar icons with sprites by Matty. Made matches smaller. Added a welder and assassin costumes to admin equip list. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1741 316c924e-a436-60f5-8080-3fe189b3f50e
69 lines
2.6 KiB
Plaintext
69 lines
2.6 KiB
Plaintext
/obj/secure_closet/personal/var/registered = null
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/obj/secure_closet/personal/req_access = list(access_all_personal_lockers)
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/obj/secure_closet/personal/New()
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..()
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spawn(2)
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new /obj/item/device/radio/signaler( src )
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new /obj/item/weapon/pen( src )
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new /obj/item/weapon/storage/backpack( src )
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new /obj/item/device/radio/headset( src )
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return
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/obj/secure_closet/personal/patient/New()
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..()
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contents = list()
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spawn(4)
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new /obj/item/clothing/under/color/white( src )
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new /obj/item/clothing/shoes/white( src )
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return
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/obj/secure_closet/personal/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (src.opened)
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if (istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.loc = src.loc
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if(istype(W, /obj/item/device/pda))
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var/obj/item/device/pda/pda = W
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W = pda.id
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if(src.broken)
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user << "\red It appears to be broken."
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return
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var/obj/item/weapon/card/id/I = W
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if (src.allowed(user) || !src.registered || (istype(I) && (src.registered == I.registered)))
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//they can open all lockers, or nobody owns this, or they own this locker
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src.locked = !( src.locked )
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for(var/mob/O in viewers(user, 3))
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if ((O.client && !( O.blinded )))
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O << text("\blue The locker has been []locked by [].", (src.locked ? null : "un"), user)
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if(src.locked)
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src.icon_state = src.icon_locked
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else
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src.icon_state = src.icon_closed
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if (!src.registered)
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src.registered = I.registered
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src.desc = "Owned by [I.registered]."
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else
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user << "\red Access Denied"
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else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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icon_state = src.icon_broken
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 3))
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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)
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else
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
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else
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user << "\red Access Denied"
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return
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