//added by cael from old bs12 //not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something /obj/structure/closet/walllocker desc = "A wall mounted storage locker." name = "Wall Locker" icon = 'icons/obj/closets/bases/wall.dmi' closet_appearance = /decl/closet_appearance/wall density = 0 anchored = 1 //spawns 2 sets of breathmask, emergency oxy tank and crowbar /obj/structure/closet/walllocker/emerglocker name = "emergency locker" desc = "A wall mounted locker with emergency supplies." var/list/spawnitems = list(/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/tool/crowbar/red) var/amount = 2 // spawns each items X times. closet_appearance = /decl/closet_appearance/wall/emergency /obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob) src.attack_hand(user) return /obj/structure/closet/walllocker/emerglocker/attackby(obj/item/weapon/W as obj, mob/user as mob) return /obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob) if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc) if(!amount) to_chat(usr, "It's empty..") return if(amount) to_chat(usr, "You take out some items from \the [src].") for(var/path in spawnitems) new path(src.loc) amount-- return /obj/structure/closet/walllocker/emerglocker/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker/emerglocker/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker/emerglocker/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker/emerglocker/east pixel_x = 32 dir = EAST //double-size "cabinet" lockers, from Killian /obj/structure/closet/walllocker_double desc = "A wall mounted storage cabinet." name = "Wall Cabinet" icon = 'icons/obj/closets/bases/wall_double.dmi' closet_appearance = /decl/closet_appearance/wall_double density = 0 anchored = 1 plane = TURF_PLANE layer = ABOVE_TURF_LAYER /obj/structure/closet/walllocker_double/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker_double/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker_double/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker_double/east pixel_x = 32 dir = EAST /obj/structure/closet/walllocker_double/kitchen desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?" name = "Kitchen Cabinet" icon = 'icons/obj/closets/bases/wall_double.dmi' closet_appearance = /decl/closet_appearance/wall_double/kitchen density = 0 anchored = 1 /obj/structure/closet/walllocker_double/kitchen/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker_double/kitchen/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker_double/kitchen/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker_double/kitchen/east pixel_x = 32 dir = EAST /obj/structure/closet/walllocker_double/medical name = "Medical Cabinet" desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry! closet_appearance = /decl/closet_appearance/wall_double/medical /obj/structure/closet/walllocker_double/medical/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker_double/medical/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker_double/medical/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker_double/medical/east pixel_x = 32 dir = EAST /obj/structure/closet/walllocker_double/hydrant name = "fire-safety closet" desc = "It's a storage cabinet packed with fire-fighting supplies." closet_appearance = /decl/closet_appearance/wall_double/fire_safety anchored = 1 density = 0 wall_mounted = 1 starts_with = list( /obj/item/clothing/suit/fire/firefighter, /obj/item/clothing/mask/gas, /obj/item/device/flashlight, /obj/item/weapon/tank/oxygen/red, /obj/item/weapon/extinguisher, /obj/item/clothing/head/hardhat/red) /obj/structure/closet/walllocker_double/hydrant/north pixel_y = 32 dir = SOUTH /obj/structure/closet/walllocker_double/hydrant/south pixel_y = -32 dir = NORTH /obj/structure/closet/walllocker_double/hydrant/west pixel_x = -32 dir = WEST /obj/structure/closet/walllocker_double/hydrant/east pixel_x = 32 dir = EAST