/obj/structure/closet/syndicate name = "armory closet" desc = "Why is this here?" closet_appearance = /decl/closet_appearance/tactical/alt /obj/structure/closet/syndicate/personal desc = "It's a storage unit for operative gear." starts_with = list( /obj/item/weapon/tank/jetpack/oxygen, /obj/item/clothing/mask/gas/syndicate, /obj/item/clothing/under/syndicate, /obj/item/clothing/head/helmet/space/void/merc, /obj/item/clothing/suit/space/void/merc, /obj/item/weapon/tool/crowbar/red, /obj/item/weapon/cell/high, /obj/item/weapon/card/id/syndicate, /obj/item/device/multitool, /obj/item/weapon/shield/energy, /obj/item/clothing/shoes/magboots) /obj/structure/closet/syndicate/suit desc = "It's a storage unit for voidsuits." starts_with = list( /obj/item/weapon/tank/jetpack/oxygen, /obj/item/clothing/shoes/magboots, /obj/item/clothing/suit/space/void/merc, /obj/item/clothing/mask/gas/syndicate, /obj/item/clothing/head/helmet/space/void/merc) /obj/structure/closet/syndicate/nuclear desc = "It's a storage unit for nuclear-operative gear." starts_with = list( /obj/item/ammo_magazine/m10mm = 5, /obj/item/weapon/storage/box/handcuffs, /obj/item/weapon/storage/box/flashbangs, /obj/item/weapon/gun/energy/gun = 5, /obj/item/weapon/pinpointer/nukeop = 5, /obj/item/device/pda/syndicate, /obj/item/device/radio/uplink) /obj/structure/closet/syndicate/resources desc = "An old, dusty locker." /obj/structure/closet/syndicate/resources/Initialize() . = ..() if(!contents.len) var/common_min = 30 //Minimum amount of minerals in the stack for common minerals var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK var/pickednum = rand(1, 50) //Sad trombone if(pickednum == 1) var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src) P.name = "IOU" P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!" //Metal (common ore) if(pickednum >= 2) new /obj/item/stack/material/steel(src, rand(common_min, common_max)) //Glass (common ore) if(pickednum >= 5) new /obj/item/stack/material/glass(src, rand(common_min, common_max)) //Plasteel (common ore) Because it has a million more uses then phoron if(pickednum >= 10) new /obj/item/stack/material/plasteel(src, rand(common_min, common_max)) //Phoron (rare ore) if(pickednum >= 15) new /obj/item/stack/material/phoron(src, rand(rare_min, rare_max)) //Silver (rare ore) if(pickednum >= 20) new /obj/item/stack/material/silver(src, rand(rare_min, rare_max)) //Gold (rare ore) if(pickednum >= 30) new /obj/item/stack/material/gold(src, rand(rare_min, rare_max)) //Uranium (rare ore) if(pickednum >= 40) new /obj/item/stack/material/uranium(src, rand(rare_min, rare_max)) //Diamond (rare HONK) if(pickednum >= 45) new /obj/item/stack/material/diamond(src, rand(rare_min, rare_max)) //Jetpack (You hit the jackpot!) if(pickednum == 50) new /obj/item/weapon/tank/jetpack/carbondioxide(src) /obj/structure/closet/syndicate/resources/everything desc = "It's an emergency storage closet for repairs." /obj/structure/closet/syndicate/resources/everything/Initialize() var/list/resources = list( /obj/item/stack/material/steel, /obj/item/stack/material/glass, /obj/item/stack/material/gold, /obj/item/stack/material/silver, /obj/item/stack/material/phoron, /obj/item/stack/material/uranium, /obj/item/stack/material/diamond, /obj/item/stack/material/plasteel, /obj/item/stack/rods ) for(var/i = 0, i<2, i++) for(var/res in resources) var/obj/item/stack/R = new res(src) R.amount = R.max_amount return ..()