mirror of
https://github.com/PolarisSS13/Polaris.git
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- A few last re-adds of Pierrot's throat stuff /sigh - Circuit Imprinter Added. It makes new circuit boards, AI Modules, and stuff. Insert a disk with the circuit design into the machine, load in glass and sulfuric acid (placeholder for now) and go nuts. Circuit Design disks are stored in their related departments. - To accommodate the new lockers, the RD's office is slightly bigger. - Chief Medical Officer can no longer be mistakenly picked for the Rev/Cult intercept reports. Warden can no longer be mistakenly picked for Revolution intercept reports. - New AI Module: T.Y.R.A.N.T., Think evil PALADIN module, or perhaps XISC without those pesky asimov laws. Need sleeps so if anything is broken, sorry. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@811 316c924e-a436-60f5-8080-3fe189b3f50e
390 lines
9.5 KiB
Plaintext
390 lines
9.5 KiB
Plaintext
/obj/closet
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desc = "It's a closet!"
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name = "Closet"
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icon = 'closet.dmi'
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icon_state = "closed"
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density = 1
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = 0
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var/welded = 0
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flags = FPRINT
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/obj/spresent
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desc = "It's a ... present?"
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name = "strange present"
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icon = 'items.dmi'
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icon_state = "strangepresent"
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density = 1
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anchored = 0
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/obj/closet/gmcloset
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desc = "A bulky (yet mobile) closet. Comes with formal clothes"
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name = "Formal closet"
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/obj/closet/emcloset
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desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
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name = "Emergency Closet"
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icon_state = "emergency"
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icon_closed = "emergency"
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icon_opened = "emergencyopen"
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/obj/closet/firecloset
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desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
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name = "Fire Closet"
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icon_state = "firecloset"
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icon_closed = "firecloset"
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icon_opened = "fireclosetopen"
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/obj/closet/jcloset
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desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and biohazard gear."
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name = "Custodial Closet"
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/obj/closet/lawcloset
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desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
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name = "Legal Closet"
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/obj/closet/coffin
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desc = "A burial receptacle for the dearly departed."
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name = "coffin"
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icon_state = "coffin"
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icon_closed = "coffin"
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icon_opened = "coffin_open"
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/obj/closet/l3closet
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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name = "Level 3 Biohazard Suit"
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icon_state = "bio"
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icon_closed = "bio"
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icon_opened = "bioopen"
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/obj/closet/syndicate
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desc = "Why is this here?"
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name = "Weapons Closet"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/closet/syndicate/personal
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desc = "Gear preperations closet."
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/obj/closet/syndicate/nuclear
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desc = "Nuclear preperations closet."
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// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
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/obj/closet/gimmick
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desc = "Administrative Supply Closet"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Closet of things that have no right being here."
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anchored = 0
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/obj/closet/gimmick/russian
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desc = "Russian Surplus"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Russian Surplus Closet"
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/obj/closet/gimmick/tacticool
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desc = "Tacticool Gear"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Tacticool Gear Closet"
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// Ending of my edit. ~Sillazi
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/obj/closet/thunderdome
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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desc = "Thunderdome closet."
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anchored = 1
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/obj/closet/thunderdome/tdred
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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desc = "Thunderdome closet."
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/obj/closet/thunderdome/tdgreen
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desc = "Everything you need!"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Thunderdome closet."
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/obj/closet/malf/suits
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desc = "Gear preperations closet."
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/closet/wardrobe
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desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
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name = "Wardrobe"
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icon_state = "blue"
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icon_closed = "blue"
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/obj/closet/wardrobe/black
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name = "Black Wardrobe"
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icon_state = "black"
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icon_closed = "black"
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/obj/closet/wardrobe/chaplain_black
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name = "Chaplain Wardrobe"
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icon_state = "black"
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icon_closed = "black"
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/obj/closet/wardrobe/green
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name = "Green Wardrobe"
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icon_state = "green"
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icon_closed = "green"
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/obj/closet/wardrobe/mixed
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name = "Mixed Wardrobe"
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icon_state = "mixed"
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icon_closed = "mixed"
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/obj/closet/wardrobe/orange
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name = "Prisoners Wardrobe"
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icon_state = "orange"
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icon_closed = "orange"
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/obj/closet/wardrobe/pink
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name = "Pink Wardrobe"
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icon_state = "pink"
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icon_closed = "pink"
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/obj/closet/wardrobe/red
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name = "Red Wardrobe"
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icon_state = "red"
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icon_closed = "red"
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/obj/closet/wardrobe/forensics_red
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name = "Forensics Wardrobe"
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icon_state = "red"
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icon_closed = "red"
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/obj/closet/wardrobe/white
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name = "Medical Wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/closet/wardrobe/toxins_white
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name = "Toxins Wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/closet/wardrobe/genetics_white
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name = "Genetics Wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/closet/wardrobe/yellow
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name = "Yellow Wardrobe"
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icon_state = "wardrobe-y"
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icon_closed = "wardrobe-y"
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/obj/closet/wardrobe/engineering_yellow
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name = "Engineering Wardrobe"
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/closet/wardrobe/atmospherics_yellow
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name = "Atmospherics Wardrobe"
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icon_state = "yellow"
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icon_closed = "yellow"
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/obj/closet/wardrobe/grey
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name = "Grey Wardrobe"
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icon_state = "grey"
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icon_closed = "grey"
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/obj/secure_closet
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desc = "An immobile card-locked storage closet."
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name = "Security Locker"
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icon = 'closet.dmi'
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icon_state = "secure1"
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density = 1
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var/opened = 0
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var/locked = 1
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var/broken = 0
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var/large = 1
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var/icon_closed = "secure"
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var/icon_locked = "secure1"
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var/icon_opened = "secureopen"
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var/icon_broken = "securebroken"
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var/icon_off = "secureoff"
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/obj/secure_closet/courtroom
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name = "Courtroom Locker"
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req_access = list(access_court)
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/obj/secure_closet/animal
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name = "Animal Control"
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req_access = list(access_medical)
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/obj/secure_closet/brig
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name = "Brig Locker"
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req_access = list(access_brig)
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var/id = null
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/obj/secure_closet/highsec
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name = "Head of Personnel"
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req_access = list(access_heads)
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/obj/secure_closet/hos
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name = "Head Of Security"
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req_access = list(access_heads)
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/obj/secure_closet/captains
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name = "Captain's Closet"
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req_access = list(access_captain)
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/obj/secure_closet/medical1
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name = "Medicine Closet"
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icon_state = "medical1"
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icon_closed = "medical"
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icon_locked = "medical1"
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icon_opened = "medicalopen"
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icon_broken = "medicalbroken"
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icon_off = "medical1"
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req_access = list(access_medical)
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/obj/secure_closet/chemical
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name = "Chemical Closet"
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icon_state = "medical1"
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icon_closed = "medical"
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icon_locked = "medical1"
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icon_opened = "medicalopen"
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icon_broken = "medicalbroken"
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icon_off = "medical1"
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req_access = list(access_medical)
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/obj/secure_closet/medical2
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name = "Anesthetic"
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icon_state = "medical1"
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icon_closed = "medical"
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icon_locked = "medical1"
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icon_opened = "medicalopen"
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icon_broken = "medicalbroken"
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icon_off = "medical1"
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req_access = list(access_medical)
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/obj/secure_closet/medical3
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name = "Medical Garb"
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req_access = list(access_medical)
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/obj/secure_closet/RD
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name = "Research Director"
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req_access = list(access_rd)
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/obj/secure_closet/CMO
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name = "Chief Medical Officer"
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req_access = list(access_cmo)
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/obj/secure_closet/personal
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desc = "The first card swiped gains control."
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name = "Personal Closet"
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/obj/secure_closet/security1
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name = "Security Equipment"
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req_access = list(access_security)
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/obj/secure_closet/security2
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name = "Forensics Locker"
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req_access = list(access_forensics_lockers)
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/obj/secure_closet/scientist
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name = "Scientist Locker"
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req_access = list(access_tox_storage)
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/obj/secure_closet/chemtoxin
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name = "Chemistry Locker"
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req_access = list(access_medical)
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/obj/secure_closet/bar
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name = "Booze"
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req_access = list(access_bar)
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/obj/secure_closet/kitchen
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name = "Kitchen Cabinet"
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req_access = list(access_kitchen)
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/obj/secure_closet/meat
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name = "Meat Locker"
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/obj/secure_closet/fridge
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name = "Refrigerator"
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icon_state = "fridge1"
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icon_closed = "fridge"
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icon_locked = "fridge1"
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icon_opened = "fridgeopen"
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icon_broken = "fridgebroken"
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icon_off = "fridge1"
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/obj/secure_closet/engineering_chief
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name = "Chief Engineer's Locker"
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req_access = list(access_heads)
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/obj/secure_closet/engineering_electrical
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name = "Electrical Supplies"
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req_access = list(access_engine)
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/obj/secure_closet/engineering_welding
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name = "Welding Supplies"
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req_access = list(access_engine)
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/obj/secure_closet/engineering_personal
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name = "Engineer's Locker"
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req_access = list(access_engine)
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/obj/secure_closet/wall
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name = "wall locker"
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req_access = list(access_security)
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icon_state = "wall-locker1"
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density = 1
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icon_closed = "wall-locker"
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icon_locked = "wall-locker1"
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icon_opened = "wall-lockeropen"
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icon_broken = "wall-lockerbroken"
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icon_off = "wall-lockeroff"
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//too small to put a man in
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large = 0
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/*////////////////Disk Closets//////////////////
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Note: All lockers are locked with a security level LOWER then the room the locker is placed in. This is intentional so that in
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case of station emergency where someone needs a disk out of the locker, someone with the lesser access (but still in the
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department) can break in and get the disk. */
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/obj/secure_closet/disk_security
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name = "Security Data Storage"
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req_access = list(access_brig)
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/obj/secure_closet/disk_medical
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name = "Medical Data Storage"
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req_access = list(access_medical)
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/obj/secure_closet/disk_command
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name = "Command and Control Data Storage"
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req_access = list(access_heads)
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/obj/secure_closet/disk_engineering
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name = "Engineering Data Storage"
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req_access = list(access_engine)
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/obj/secure_closet/disk_research
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name = "Research and Development Data Storage"
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req_access = list(access_tox) |