Files
Polaris/code/defines/obj/closet.dm
morikou@gmail.com a14a2d0ed0 Of What Things May Come Update:
- 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
2011-01-08 07:46:00 +00:00

390 lines
9.5 KiB
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/obj/closet
desc = "It's a closet!"
name = "Closet"
icon = 'closet.dmi'
icon_state = "closed"
density = 1
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
var/welded = 0
flags = FPRINT
/obj/spresent
desc = "It's a ... present?"
name = "strange present"
icon = 'items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/closet/gmcloset
desc = "A bulky (yet mobile) closet. Comes with formal clothes"
name = "Formal closet"
/obj/closet/emcloset
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
name = "Emergency Closet"
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/closet/firecloset
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
name = "Fire Closet"
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/closet/jcloset
desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and biohazard gear."
name = "Custodial Closet"
/obj/closet/lawcloset
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
name = "Legal Closet"
/obj/closet/coffin
desc = "A burial receptacle for the dearly departed."
name = "coffin"
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/closet/l3closet
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
name = "Level 3 Biohazard Suit"
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/closet/syndicate
desc = "Why is this here?"
name = "Weapons Closet"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/closet/syndicate/personal
desc = "Gear preperations closet."
/obj/closet/syndicate/nuclear
desc = "Nuclear preperations closet."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/obj/closet/gimmick
desc = "Administrative Supply Closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Closet of things that have no right being here."
anchored = 0
/obj/closet/gimmick/russian
desc = "Russian Surplus"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Russian Surplus Closet"
/obj/closet/gimmick/tacticool
desc = "Tacticool Gear"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Tacticool Gear Closet"
// Ending of my edit. ~Sillazi
/obj/closet/thunderdome
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
desc = "Thunderdome closet."
anchored = 1
/obj/closet/thunderdome/tdred
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
desc = "Thunderdome closet."
/obj/closet/thunderdome/tdgreen
desc = "Everything you need!"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Thunderdome closet."
/obj/closet/malf/suits
desc = "Gear preperations closet."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/closet/wardrobe
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
name = "Wardrobe"
icon_state = "blue"
icon_closed = "blue"
/obj/closet/wardrobe/black
name = "Black Wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/closet/wardrobe/chaplain_black
name = "Chaplain Wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/closet/wardrobe/green
name = "Green Wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/closet/wardrobe/mixed
name = "Mixed Wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
/obj/closet/wardrobe/orange
name = "Prisoners Wardrobe"
icon_state = "orange"
icon_closed = "orange"
/obj/closet/wardrobe/pink
name = "Pink Wardrobe"
icon_state = "pink"
icon_closed = "pink"
/obj/closet/wardrobe/red
name = "Red Wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/closet/wardrobe/forensics_red
name = "Forensics Wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/closet/wardrobe/white
name = "Medical Wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/closet/wardrobe/toxins_white
name = "Toxins Wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/closet/wardrobe/genetics_white
name = "Genetics Wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/closet/wardrobe/yellow
name = "Yellow Wardrobe"
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/closet/wardrobe/engineering_yellow
name = "Engineering Wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/closet/wardrobe/atmospherics_yellow
name = "Atmospherics Wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/closet/wardrobe/grey
name = "Grey Wardrobe"
icon_state = "grey"
icon_closed = "grey"
/obj/secure_closet
desc = "An immobile card-locked storage closet."
name = "Security Locker"
icon = 'closet.dmi'
icon_state = "secure1"
density = 1
var/opened = 0
var/locked = 1
var/broken = 0
var/large = 1
var/icon_closed = "secure"
var/icon_locked = "secure1"
var/icon_opened = "secureopen"
var/icon_broken = "securebroken"
var/icon_off = "secureoff"
/obj/secure_closet/courtroom
name = "Courtroom Locker"
req_access = list(access_court)
/obj/secure_closet/animal
name = "Animal Control"
req_access = list(access_medical)
/obj/secure_closet/brig
name = "Brig Locker"
req_access = list(access_brig)
var/id = null
/obj/secure_closet/highsec
name = "Head of Personnel"
req_access = list(access_heads)
/obj/secure_closet/hos
name = "Head Of Security"
req_access = list(access_heads)
/obj/secure_closet/captains
name = "Captain's Closet"
req_access = list(access_captain)
/obj/secure_closet/medical1
name = "Medicine Closet"
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
req_access = list(access_medical)
/obj/secure_closet/chemical
name = "Chemical Closet"
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
req_access = list(access_medical)
/obj/secure_closet/medical2
name = "Anesthetic"
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
req_access = list(access_medical)
/obj/secure_closet/medical3
name = "Medical Garb"
req_access = list(access_medical)
/obj/secure_closet/RD
name = "Research Director"
req_access = list(access_rd)
/obj/secure_closet/CMO
name = "Chief Medical Officer"
req_access = list(access_cmo)
/obj/secure_closet/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
/obj/secure_closet/security1
name = "Security Equipment"
req_access = list(access_security)
/obj/secure_closet/security2
name = "Forensics Locker"
req_access = list(access_forensics_lockers)
/obj/secure_closet/scientist
name = "Scientist Locker"
req_access = list(access_tox_storage)
/obj/secure_closet/chemtoxin
name = "Chemistry Locker"
req_access = list(access_medical)
/obj/secure_closet/bar
name = "Booze"
req_access = list(access_bar)
/obj/secure_closet/kitchen
name = "Kitchen Cabinet"
req_access = list(access_kitchen)
/obj/secure_closet/meat
name = "Meat Locker"
/obj/secure_closet/fridge
name = "Refrigerator"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
icon_opened = "fridgeopen"
icon_broken = "fridgebroken"
icon_off = "fridge1"
/obj/secure_closet/engineering_chief
name = "Chief Engineer's Locker"
req_access = list(access_heads)
/obj/secure_closet/engineering_electrical
name = "Electrical Supplies"
req_access = list(access_engine)
/obj/secure_closet/engineering_welding
name = "Welding Supplies"
req_access = list(access_engine)
/obj/secure_closet/engineering_personal
name = "Engineer's Locker"
req_access = list(access_engine)
/obj/secure_closet/wall
name = "wall locker"
req_access = list(access_security)
icon_state = "wall-locker1"
density = 1
icon_closed = "wall-locker"
icon_locked = "wall-locker1"
icon_opened = "wall-lockeropen"
icon_broken = "wall-lockerbroken"
icon_off = "wall-lockeroff"
//too small to put a man in
large = 0
/*////////////////Disk Closets//////////////////
Note: All lockers are locked with a security level LOWER then the room the locker is placed in. This is intentional so that in
case of station emergency where someone needs a disk out of the locker, someone with the lesser access (but still in the
department) can break in and get the disk. */
/obj/secure_closet/disk_security
name = "Security Data Storage"
req_access = list(access_brig)
/obj/secure_closet/disk_medical
name = "Medical Data Storage"
req_access = list(access_medical)
/obj/secure_closet/disk_command
name = "Command and Control Data Storage"
req_access = list(access_heads)
/obj/secure_closet/disk_engineering
name = "Engineering Data Storage"
req_access = list(access_engine)
/obj/secure_closet/disk_research
name = "Research and Development Data Storage"
req_access = list(access_tox)