/obj/structure/closet/secure_closet/personal
name = "personal closet"
desc = "It's a secure locker for personnel. The first card swiped gains control."
req_access = list(access_all_personal_lockers)
var/registered_name = null
starts_with = list(
/obj/item/device/radio/headset)
/obj/structure/closet/secure_closet/personal/Initialize()
if(prob(50))
starts_with += /obj/item/weapon/storage/backpack
else
starts_with += /obj/item/weapon/storage/backpack/satchel/norm
return ..()
/obj/structure/closet/secure_closet/personal/patient
name = "patient's closet"
closet_appearance = /decl/closet_appearance/secure_closet/patient
starts_with = list(
/obj/item/clothing/under/medigown,
/obj/item/clothing/under/color/white,
/obj/item/clothing/shoes/white)
/obj/structure/closet/secure_closet/personal/cabinet
closet_appearance = /decl/closet_appearance/cabinet/secure
starts_with = list(
/obj/item/weapon/storage/backpack/satchel/withwallet,
/obj/item/device/radio/headset
)
/obj/structure/closet/secure_closet/personal/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (src.opened)
if (istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
user.drop_item()
if (W) W.forceMove(src.loc)
else if(W.GetID())
var/obj/item/weapon/card/id/I = W.GetID()
if(src.broken)
to_chat(user, "It appears to be broken.")
return
if(!I || !I.registered_name) return
if(src.allowed(user) || !src.registered_name || (istype(I) && (src.registered_name == I.registered_name)))
//they can open all lockers, or nobody owns this, or they own this locker
src.locked = !( src.locked )
if(!src.registered_name)
src.registered_name = I.registered_name
src.desc = "Owned by [I.registered_name]."
else
to_chat(user, "Access Denied")
else if(istype(W, /obj/item/weapon/melee/energy/blade))
if(emag_act(INFINITY, user, "The locker has been sliced open by [user] with \an [W]!", "You hear metal being sliced and sparks flying."))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src, "sparks", 50, 1)
else
to_chat(user, "Access Denied")
update_icon()
/obj/structure/closet/secure_closet/personal/emag_act(var/remaining_charges, var/mob/user, var/visual_feedback, var/audible_feedback)
if(!broken)
broken = 1
locked = 0
desc = "It appears to be broken."
update_icon()
if(visual_feedback)
visible_message("[visual_feedback]", "[audible_feedback]")
return 1
/obj/structure/closet/secure_closet/personal/verb/reset()
set src in oview(1) // One square distance
set category = "Object"
set name = "Reset Lock"
if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
return
if(ishuman(usr))
src.add_fingerprint(usr)
if (src.locked || !src.registered_name)
to_chat(usr, "You need to unlock it first.")
else if (src.broken)
to_chat(usr, "It appears to be broken.")
else
if (src.opened)
if(!src.close())
return
src.locked = 1
update_icon()
src.registered_name = null
src.desc = "It's a secure locker for personnel. The first card swiped gains control."