mirror of
https://github.com/PolarisSS13/Polaris.git
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124 lines
4.2 KiB
Plaintext
124 lines
4.2 KiB
Plaintext
/obj/structure/closet/secure_closet/personal
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name = "personal closet"
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desc = "It's a secure locker for personnel. The first card swiped gains control."
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req_access = list(access_all_personal_lockers)
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var/registered_name = null
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/obj/structure/closet/secure_closet/personal/New()
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..()
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spawn(2)
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if(prob(50))
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new /obj/item/weapon/storage/backpack(src)
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else
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new /obj/item/weapon/storage/backpack/satchel_norm(src)
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new /obj/item/device/radio/headset( src )
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return
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/obj/structure/closet/secure_closet/personal/patient
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name = "patient's closet"
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/obj/structure/closet/secure_closet/personal/patient/New()
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..()
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spawn(4)
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// Not really the best way to do this, but it's better than "contents = list()"!
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for(var/atom/movable/AM in contents)
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qdel(AM)
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new /obj/item/clothing/under/color/white( src )
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new /obj/item/clothing/shoes/white( src )
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return
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/obj/structure/closet/secure_closet/personal/cabinet
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icon_state = "cabinetdetective_locked"
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icon_closed = "cabinetdetective"
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icon_locked = "cabinetdetective_locked"
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icon_opened = "cabinetdetective_open"
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icon_broken = "cabinetdetective_broken"
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icon_off = "cabinetdetective_broken"
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/obj/structure/closet/secure_closet/personal/cabinet/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/secure_closet/personal/cabinet/New()
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..()
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spawn(4)
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// Not really the best way to do this, but it's better than "contents = list()"!
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for(var/atom/movable/AM in contents)
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qdel(AM)
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new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
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new /obj/item/device/radio/headset( src )
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return
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/obj/structure/closet/secure_closet/personal/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (src.opened)
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if (istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.loc = src.loc
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else if(istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "\red It appears to be broken."
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return
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var/obj/item/weapon/card/id/I = W
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if(!I || !I.registered_name) return
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if(src.allowed(user) || !src.registered_name || (istype(I) && (src.registered_name == I.registered_name)))
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//they can open all lockers, or nobody owns this, or they own this locker
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src.locked = !( src.locked )
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if(src.locked) src.icon_state = src.icon_locked
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else src.icon_state = src.icon_closed
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if(!src.registered_name)
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src.registered_name = I.registered_name
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src.desc = "Owned by [I.registered_name]."
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else
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user << "\red Access Denied"
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else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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icon_state = src.icon_broken
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 3))
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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)
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else
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user << "\red Access Denied"
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return
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/obj/structure/closet/secure_closet/personal/verb/reset()
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set src in oview(1) // One square distance
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set category = "Object"
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set name = "Reset Lock"
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if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
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return
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if(ishuman(usr))
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src.add_fingerprint(usr)
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if (src.locked || !src.registered_name)
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usr << "\red You need to unlock it first."
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else if (src.broken)
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usr << "\red It appears to be broken."
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else
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if (src.opened)
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if(!src.close())
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return
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src.locked = 1
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src.icon_state = src.icon_locked
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src.registered_name = null
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src.desc = "It's a secure locker for personnel. The first card swiped gains control."
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return
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