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- Industrial Hardsuit RCD removed - Single Action figure added to the vacant shop. - Comfort creature added to the psych office. - Piping underneath the holodeck control doors removed. - Firelocks along the fore part of the central ring now glasslocks - Air Alarms added to the cyborg station, upload foyer, messaging server room. - Light switch, fire alarm radio, and air alarm added to secondary tool storage. - Coffee shop shutters and door properly labeled. - Status display added to the IA office. - Second photo album added to the detective’s office. - Removed forgotten items on mining z-level. I.E. I screwed up. - Atmos backwards pumps should be fixed and sorted. - Distro and waste lines tweaked in atmos. - Crowbars should now be dispensed from oxy wall lockers. - Tweaked the variables on the outpost SMES units. New SMES added to the mining engineering outpost. - Pill cabinets added to the medbay at central. - Mulebots should have proper access now. - Overhaul to parts of the mining z-level. Fixed several issues brought up. - Spoons added to the cafeteria - One extra ERT suit for each role added to the ERT area. - New item, combat knife. Should be robustier than the tactical knife. Available for ERT and two for the mercs. - New item, marine boots. Basically just renamed jackboots at the moment. - Tactical Knives and combat knives can now be put into swat boots and marine boots. Depending on how well the feature works will be expanded to include other boots.
58 lines
1.8 KiB
Plaintext
58 lines
1.8 KiB
Plaintext
//added by cael from old bs12
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//not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something
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/obj/structure/closet/walllocker
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desc = "A wall mounted storage locker."
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name = "Wall Locker"
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icon = 'icons/obj/walllocker.dmi'
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icon_state = "wall-locker"
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density = 0
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anchored = 1
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icon_closed = "wall-locker"
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icon_opened = "wall-lockeropen"
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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desc = "A wall mounted locker with emergency supplies."
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var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar/red)
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var/amount = 2 // spawns each items X times.
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icon_state = "emerg"
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/obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob)
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src.attack_hand(user)
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return
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/obj/structure/closet/walllocker/emerglocker/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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usr << "<spawn class='notice'>It's empty.."
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return
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if(amount)
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usr << "<spawn class='notice'>You take out some items from \the [src]."
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for(var/path in spawnitems)
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new path(src.loc)
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amount--
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return
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/obj/structure/closet/walllocker/emerglocker/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/emerglocker/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/emerglocker/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/emerglocker/east
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pixel_x = 32
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dir = EAST
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