/obj/structure/closet/secure_closet/personal desc = "It's a secure locker for personell. The first card swiped gains control." name = "personal closet" req_access = list(access_all_personal_lockers) var/registered_name = null /obj/structure/closet/secure_closet/personal/New() ..() spawn(2) if(prob(50)) new /obj/item/weapon/storage/backpack(src) else new /obj/item/weapon/storage/backpack/satchel_norm(src) new /obj/item/device/radio/headset( src ) return /obj/structure/closet/secure_closet/personal/patient name = "patient's closet" /obj/structure/closet/secure_closet/personal/patient/New() ..() spawn(4) contents = list() new /obj/item/clothing/under/color/white( src ) new /obj/item/clothing/shoes/white( src ) return /obj/structure/closet/secure_closet/personal/cabinet icon_state = "cabinetdetective_locked" icon_closed = "cabinetdetective" icon_locked = "cabinetdetective_locked" icon_opened = "cabinetdetective_open" icon_broken = "cabinetdetective_broken" icon_off = "cabinetdetective_broken" /obj/structure/closet/secure_closet/personal/cabinet/update_icon() if(broken) icon_state = icon_broken else if(!opened) if(locked) icon_state = icon_locked else icon_state = icon_closed else icon_state = icon_opened /obj/structure/closet/secure_closet/personal/cabinet/New() ..() spawn(4) contents = list() new /obj/item/weapon/storage/backpack/satchel/withwallet( src ) new /obj/item/device/radio/headset( src ) return /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)) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet user.drop_item() if (W) W.loc = src.loc else if(istype(W, /obj/item/weapon/card/id)) if(src.broken) user << "\red It appears to be broken." return var/obj/item/weapon/card/id/I = W 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.locked) src.icon_state = src.icon_locked else src.icon_state = src.icon_closed if(!src.registered_name) src.registered_name = I.registered_name src.desc = "Owned by [I.registered_name]." else user << "\red Access Denied" else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken) broken = 1 locked = 0 desc = "It appears to be broken." icon_state = src.icon_broken if(istype(W, /obj/item/weapon/melee/energy/blade)) 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.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) for(var/mob/O in viewers(user, 3)) O.show_message("\blue The locker has been sliced open by [user] with an energy blade!", 1, "\red You hear metal being sliced and sparks flying.", 2) else user << "\red Access Denied" return