Files
Paradise/code/game/objects/structures/crates_lockers/closets/secure/security.dm
T
705578b23b Energy detective revolver (#17771)
* Initial defines

* more work

* icon

* more stuff

* UID not hard ref

* tidying

* overload go brrt

* le sound and dead cell

* delet gap

* initial chargepack stuff

* simplify

* oops

* yeet this

* placeholder sprites

* oops magic number

* the gun speaks!

* consolidation

* tweaking and tidying

* so long old gun

* icon purge

* reapplies placeholder

* 1 minute tracker, not two

* makes it use a pinpointer

* revert tiny map changes

* cease your tracking, fool

* oops

* soft refs

* charlie review

* projectile ref to firing obj, removes testing overrides
& cleans up signals

* some more UID null checks

* ICONS

* ICONS CONFLICT

* MORE ICONS

* makes it freaking work

* first pass fixes

* charlie review

* charlie review 2, variable boogaloo

* fixes holsters

* colours the overcharged shot

* and recolours tracker to be yellow to match charge

* yellow laser icon

* widen overcharge misfire %

* fixes unlinkable pinpointers

* fixes gun not speaking when tcomms setup is changed

* steel request

* no chargey

* loudening 2022

* steel part 1

* Apply suggestions from code review

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* restores missing sprites

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-06-25 20:15:09 +01:00

366 lines
14 KiB
Plaintext

/obj/structure/closet/secure_closet/captains
name = "captain's locker"
req_access = list(ACCESS_CAPTAIN)
icon_state = "cap"
open_door_sprite = "cap_door"
/obj/structure/closet/secure_closet/captains/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/captain(src)
else
new /obj/item/storage/backpack/satchel_cap(src)
new /obj/item/book/manual/faxes(src)
new /obj/item/storage/backpack/duffel/captain(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/suit/captunic/capjacket(src)
new /obj/item/clothing/suit/mantle/armor/captain(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/under/dress/dress_cap(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/cartridge/captain(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/radio/headset/heads/captain/alt(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/storage/belt/rapier(src)
new /obj/item/gun/energy/gun(src)
new /obj/item/door_remote/captain(src)
new /obj/item/reagent_containers/food/drinks/mug/cap(src)
new /obj/item/tank/internals/emergency_oxygen/double(src)
/obj/structure/closet/secure_closet/hop
name = "head of personnel's locker"
req_access = list(ACCESS_HOP)
icon_state = "hop"
open_door_sprite = "hop_door"
/obj/structure/closet/secure_closet/hop/populate_contents()
new /obj/item/clothing/glasses/hud/skills/sunglasses(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/cartridge/hop(src)
new /obj/item/radio/headset/heads/hop(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/storage/box/ids(src)
new /obj/item/storage/box/PDAs(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/gun/energy/gun/mini(src)
new /obj/item/flash(src)
new /obj/item/clothing/accessory/petcollar(src)
new /obj/item/door_remote/civillian(src)
new /obj/item/reagent_containers/food/drinks/mug/hop(src)
new /obj/item/clothing/accessory/medal/service(src)
/obj/structure/closet/secure_closet/hop2
name = "head of personnel's attire"
req_access = list(ACCESS_HOP)
icon_state = "hop"
open_door_sprite = "hop_door"
/obj/structure/closet/secure_closet/hop2/populate_contents()
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/suit/mantle/armor/head_of_personnel(src)
new /obj/item/clothing/under/dress/dress_hop(src)
new /obj/item/clothing/under/dress/dress_hr(src)
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/oldman(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/leather(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/under/rank/head_of_personnel_whimsy(src)
/obj/structure/closet/secure_closet/hos
name = "head of security's locker"
req_access = list(ACCESS_HOS)
icon_state = "hos"
open_door_sprite = "hos_door"
/obj/structure/closet/secure_closet/hos/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/security(src)
else
new /obj/item/storage/backpack/satchel_sec(src)
new /obj/item/cartridge/hos(src)
new /obj/item/radio/headset/heads/hos/alt(src)
new /obj/item/clothing/under/rank/head_of_security(src)
new /obj/item/clothing/under/rank/head_of_security/formal(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src)
new /obj/item/clothing/under/rank/head_of_security/skirt(src)
new /obj/item/clothing/under/rank/head_of_security/skirt/corp(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/suit/armor/hos/alt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/head/HoS/beret(src)
new /obj/item/clothing/suit/mantle/armor(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/storage/lockbox/mindshield(src)
new /obj/item/storage/box/flashbangs(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/shield/riot/tele(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/gun/energy/gun/hos(src)
new /obj/item/door_remote/head_of_security(src)
new /obj/item/reagent_containers/food/drinks/mug/hos(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/security(src)
new /obj/item/clothing/accessory/medal/security(src)
new /obj/item/reagent_containers/food/drinks/flask/barflask(src)
/obj/structure/closet/secure_closet/warden
name = "warden's locker"
req_access = list(ACCESS_ARMORY)
icon_state = "warden"
open_door_sprite = "sec_door"
/obj/structure/closet/secure_closet/warden/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/security(src)
else
new /obj/item/storage/backpack/satchel_sec(src)
new /obj/item/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/head/beret/sec/warden(src)
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/formal(src)
new /obj/item/clothing/under/rank/warden/corp(src)
new /obj/item/clothing/under/rank/warden/skirt(src)
new /obj/item/clothing/under/rank/warden/skirt/corp(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer/warden(src)
new /obj/item/storage/box/zipties(src)
new /obj/item/storage/box/flashbangs(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/storage/box/holobadge(src)
new /obj/item/clothing/gloves/color/black/krav_maga/sec(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(ACCESS_SECURITY)
icon_state = "sec"
open_door_sprite = "sec_door"
/obj/structure/closet/secure_closet/security/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/security(src)
else
new /obj/item/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/head/soft/sec(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/clothing/suit/armor/secjacket(src)
/obj/structure/closet/secure_closet/blueshield
name = "blueshield's locker"
req_access = list(ACCESS_BLUESHIELD)
icon_state = "bs"
open_door_sprite = "hop_door"
icon_opened = "hop_open"
/obj/structure/closet/secure_closet/blueshield/populate_contents()
new /obj/item/storage/briefcase(src)
new /obj/item/storage/firstaid/adv(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/read_only(src)
new /obj/item/clothing/glasses/hud/health/sunglasses(src)
new /obj/item/clothing/glasses/hud/skills/sunglasses(src)
new /obj/item/clothing/head/beret/centcom/officer(src)
new /obj/item/clothing/head/beret/centcom/officer/navy(src)
new /obj/item/clothing/suit/armor/vest/blueshield(src)
new /obj/item/clothing/suit/storage/blueshield(src)
new /obj/item/clothing/shoes/centcom(src)
new /obj/item/clothing/accessory/holster(src)
new /obj/item/clothing/accessory/blue(src)
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
new /obj/item/clothing/under/rank/centcom/blueshield(src)
/obj/structure/closet/secure_closet/ntrep
name = "\improper Nanotrasen Representative's locker"
req_access = list(ACCESS_NTREP)
icon_state = "ntr"
open_door_sprite = "hop_door"
icon_opened = "hop_open"
/obj/structure/closet/secure_closet/ntrep/populate_contents()
new /obj/item/book/manual/faxes(src)
new /obj/item/storage/briefcase(src)
new /obj/item/paicard(src)
new /obj/item/flash(src)
new /obj/item/clothing/glasses/hud/skills/sunglasses(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/gloves/color/white(src)
new /obj/item/clothing/shoes/centcom(src)
new /obj/item/clothing/under/lawyer/oldman(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/rank/centcom/representative(src)
new /obj/item/clothing/head/ntrep(src)
new /obj/item/clothing/shoes/sandal/fancy(src)
new /obj/item/storage/box/tapes(src)
new /obj/item/taperecorder(src)
/obj/structure/closet/secure_closet/security/cargo
/obj/structure/closet/secure_closet/security/cargo/populate_contents()
new /obj/item/clothing/accessory/armband/cargo(src)
new /obj/item/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/populate_contents()
new /obj/item/clothing/accessory/armband/engine(src)
new /obj/item/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/populate_contents()
new /obj/item/clothing/accessory/armband/science(src)
new /obj/item/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/populate_contents()
new /obj/item/clothing/accessory/armband/medgreen(src)
new /obj/item/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "detective's cabinet"
req_access = list(ACCESS_FORENSICS_LOCKERS)
icon_state = "cabinet"
open_door_sprite = "cabinet_door"
resistance_flags = FLAMMABLE
max_integrity = 70
open_sound = 'sound/machines/wooden_closet_open.ogg'
close_sound = 'sound/machines/wooden_closet_close.ogg'
/obj/structure/closet/secure_closet/detective/populate_contents()
new /obj/item/clothing/under/det(src)
new /obj/item/clothing/suit/storage/det_suit(src)
new /obj/item/clothing/suit/storage/det_suit/forensics/blue(src)
new /obj/item/clothing/suit/storage/det_suit/forensics/red(src)
new /obj/item/clothing/gloves/color/black/forensics(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/storage/box/evidence(src)
new /obj/item/clipboard(src)
new /obj/item/radio/headset/headset_sec/alt(src)
new /obj/item/detective_scanner(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/ammo_box/magazine/detective/speedcharger(src)
new /obj/item/ammo_box/magazine/detective/speedcharger(src)
new /obj/effect/spawner/detgun(src)
new /obj/item/clothing/accessory/holster/armpit(src)
new /obj/item/clothing/glasses/sunglasses/yeah(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/clothing/accessory/black(src)
new /obj/item/taperecorder(src)
new /obj/item/storage/box/tapes(src)
/obj/structure/closet/secure_closet/injection
name = "lethal injections locker"
req_access = list(ACCESS_SECURITY)
/obj/structure/closet/secure_closet/injection/populate_contents()
new /obj/item/reagent_containers/syringe/lethal(src)
new /obj/item/reagent_containers/syringe/lethal(src)
/obj/structure/closet/secure_closet/brig
name = "brig locker"
req_access = list(ACCESS_BRIG)
anchored = 1
var/id = null
/obj/structure/closet/secure_closet/brig/populate_contents()
new /obj/item/clothing/under/color/orange/prison(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/card/id/prisoner/random(src)
new /obj/item/radio/headset(src)
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(ACCESS_COURT)
/obj/structure/closet/secure_closet/courtroom/populate_contents()
new /obj/item/clothing/shoes/brown(src)
new /obj/item/paper/Court (src)
new /obj/item/paper/Court (src)
new /obj/item/paper/Court (src)
new /obj/item/pen (src)
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/storage/briefcase(src)
/obj/structure/closet/secure_closet/magistrate
name = "\improper Magistrate's locker"
req_access = list(ACCESS_MAGISTRATE)
icon_state = "magi"
open_door_sprite = "chaplain_door"
/obj/structure/closet/secure_closet/magistrate/populate_contents()
new /obj/item/book/manual/faxes(src)
new /obj/item/storage/secure/briefcase(src)
new /obj/item/flash(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/gloves/color/white(src)
new /obj/item/clothing/shoes/centcom(src)
new /obj/item/clothing/under/suit_jacket/really_black(src)
new /obj/item/clothing/under/rank/centcom/magistrate(src)
new /obj/item/clothing/suit/judgerobe(src)
new /obj/item/clothing/head/powdered_wig(src)
new /obj/item/clothing/head/justice_wig(src)
new /obj/item/radio/headset/heads/magistrate(src)
new /obj/item/gavelblock(src)
new /obj/item/gavelhammer(src)
new /obj/item/clothing/accessory/medal/legal(src)
new /obj/item/clothing/accessory/lawyers_badge(src)
/obj/structure/closet/secure_closet/iaa
name = "internal affairs locker"
req_access = list(ACCESS_LAWYER)
icon_opened = "magi_open"
icon_state = "iaa"
open_door_sprite = "chaplain_door"
/obj/structure/closet/secure_closet/iaa/populate_contents()
new /obj/item/book/manual/faxes(src)
new /obj/item/storage/box/tapes(src)
new /obj/item/storage/secure/briefcase(src)
new /obj/item/storage/briefcase(src)
new /obj/item/storage/briefcase(src)
new /obj/item/radio/headset/headset_iaa(src)
new /obj/item/clothing/under/rank/internalaffairs(src)
new /obj/item/clothing/suit/storage/internalaffairs(src)
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/accessory/lawyers_badge(src)
new /obj/item/clothing/accessory/lawyers_badge(src)