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159 lines
4.4 KiB
Plaintext
159 lines
4.4 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/closets/bases/wall.dmi'
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closet_appearance = /decl/closet_appearance/wall
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density = 0
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anchored = 1
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//spawns 2 sets 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/tool/crowbar/red)
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var/amount = 2 // spawns each items X times.
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closet_appearance = /decl/closet_appearance/wall/emergency
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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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to_chat(usr, "<spawn class='notice'>It's empty..")
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return
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if(amount)
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to_chat(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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//double-size "cabinet" lockers, from Killian
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/obj/structure/closet/walllocker_double
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desc = "A wall mounted storage cabinet."
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name = "Wall Cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /decl/closet_appearance/wall_double
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density = 0
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anchored = 1
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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/obj/structure/closet/walllocker_double/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/kitchen
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desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?"
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name = "Kitchen Cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /decl/closet_appearance/wall_double/kitchen
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density = 0
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anchored = 1
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/obj/structure/closet/walllocker_double/kitchen/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/kitchen/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/kitchen/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/kitchen/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/medical
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name = "Medical Cabinet"
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desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
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closet_appearance = /decl/closet_appearance/wall_double/medical
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/obj/structure/closet/walllocker_double/medical/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/medical/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/medical/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/medical/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/hydrant
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name = "fire-safety closet"
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desc = "It's a storage cabinet packed with fire-fighting supplies."
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closet_appearance = /decl/closet_appearance/wall_double/fire_safety
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anchored = 1
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density = 0
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wall_mounted = 1
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starts_with = list(
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/obj/item/clothing/suit/fire/firefighter,
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/obj/item/clothing/mask/gas,
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/obj/item/device/flashlight,
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/obj/item/weapon/tank/oxygen/red,
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/obj/item/weapon/extinguisher,
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/obj/item/clothing/head/hardhat/red)
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/obj/structure/closet/walllocker_double/hydrant/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/hydrant/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/hydrant/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/hydrant/east
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pixel_x = 32
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dir = EAST |