Files
Polaris/code/game/objects/structures/crates_lockers/closets/walllocker.dm
Killian 63b7caae82 Wall Cabinets & Crate Markings (#7724)
* cabinets

* Update large_crate.dmi
2020-10-17 05:53:53 -07:00

159 lines
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//added by cael from old bs12
//not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something
/obj/structure/closet/walllocker
desc = "A wall mounted storage locker."
name = "Wall Locker"
icon = 'icons/obj/closets/bases/wall.dmi'
closet_appearance = /decl/closet_appearance/wall
density = 0
anchored = 1
//spawns 2 sets of breathmask, emergency oxy tank and crowbar
/obj/structure/closet/walllocker/emerglocker
name = "emergency locker"
desc = "A wall mounted locker with emergency supplies."
var/list/spawnitems = list(/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/tool/crowbar/red)
var/amount = 2 // spawns each items X times.
closet_appearance = /decl/closet_appearance/wall/emergency
/obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob)
src.attack_hand(user)
return
/obj/structure/closet/walllocker/emerglocker/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
if(!amount)
to_chat(usr, "<spawn class='notice'>It's empty..")
return
if(amount)
to_chat(usr, "<spawn class='notice'>You take out some items from \the [src].")
for(var/path in spawnitems)
new path(src.loc)
amount--
return
/obj/structure/closet/walllocker/emerglocker/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker/emerglocker/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker/emerglocker/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker/emerglocker/east
pixel_x = 32
dir = EAST
//double-size "cabinet" lockers, from Killian
/obj/structure/closet/walllocker_double
desc = "A wall mounted storage cabinet."
name = "Wall Cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /decl/closet_appearance/wall_double
density = 0
anchored = 1
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
/obj/structure/closet/walllocker_double/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/kitchen
desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?"
name = "Kitchen Cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /decl/closet_appearance/wall_double/kitchen
density = 0
anchored = 1
/obj/structure/closet/walllocker_double/kitchen/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/kitchen/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/kitchen/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/kitchen/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/medical
name = "Medical Cabinet"
desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
closet_appearance = /decl/closet_appearance/wall_double/medical
/obj/structure/closet/walllocker_double/medical/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/medical/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/medical/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/medical/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/hydrant
name = "fire-safety closet"
desc = "It's a storage cabinet packed with fire-fighting supplies."
closet_appearance = /decl/closet_appearance/wall_double/fire_safety
anchored = 1
density = 0
wall_mounted = 1
starts_with = list(
/obj/item/clothing/suit/fire/firefighter,
/obj/item/clothing/mask/gas,
/obj/item/device/flashlight,
/obj/item/weapon/tank/oxygen/red,
/obj/item/weapon/extinguisher,
/obj/item/clothing/head/hardhat/red)
/obj/structure/closet/walllocker_double/hydrant/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/hydrant/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/hydrant/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/hydrant/east
pixel_x = 32
dir = EAST