Files
Polaris/code/defines/obj/closet.dm
baloh.matevz 050accb57b - Brought 2.0.8 and uterus up to date with the new type paths.
- Added an atmostech belt that spawns with the same tools as the engineer full belt, just the wire is replaced by an analyzer.
- Atmos techs now spawn with this belt
- Added a detective-styled personal closet, that contains a satchel, which contains a wallet, which contains one or two spacecash items and a coin.
- Slightly redesigned two of the dorm rooms so they have this new cabinet - closet with the stuff mentioned above.
- Slightly changed the spawn order of items in engineering closets so that hazard vests spawn above toolboxes. Hopefully this will spare a few fiddly clicks for engineers.
- Detective locker now spawns with the locked sprite
- Engineering now has the L2 radioactive suit lockers that contain rad suits instead of that crate.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3039 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-05 22:41:48 +00:00

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/obj/structure/closet
name = "Closet"
desc = "It's a closet!"
icon = 'closet.dmi'
icon_state = "closed"
density = 1
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
flags = FPRINT
var/health = 100
var/lastbang
/obj/structure/closet/acloset
name = "Strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/structure/closet/cabinet
name = "Cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/structure/closet/gmcloset
name = "Formal closet"
desc = "A bulky (yet mobile) closet. Comes with formal clothes"
/obj/structure/closet/emcloset
name = "Emergency Closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/structure/closet/emcloset/legacy
/obj/structure/closet/firecloset
name = "Fire Closet"
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/structure/closet/hydrant //wall mounted fire closet
name = "Fire Closet"
desc = "A wall mounted closet which comes with supplies to fight fire."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "First Aid Closet"
desc = "A wall mounted closet which should have some first aid."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/structure/closet/toolcloset
name = "Tool Closet"
desc = "A bulky (yet mobile) closet. Contains tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/structure/closet/radiation
desc = "A closet with a radiation sign on it."
name = "Level 2 Radiation Suit"
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
/obj/structure/closet/jcloset
name = "Custodial Closet"
desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and gear."
/obj/structure/closet/lawcloset
name = "Legal Closet"
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
/obj/structure/closet/coffin
name = "coffin"
desc = "A burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/structure/closet/bombcloset
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/structure/closet/bombclosetsecurity
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/structure/closet/l3closet
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/structure/closet/l3closet/general
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/structure/closet/l3closet/virology
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
/obj/structure/closet/l3closet/security
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
/obj/structure/closet/l3closet/janitor
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
/obj/structure/closet/l3closet/scientist
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/syndicate
name = "Weapons Closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
desc = "Gear preperations closet."
/obj/structure/closet/syndicate/nuclear
desc = "Nuclear preperations closet."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/obj/structure/closet/gimmick
name = "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/structure/closet/gimmick/russian
name = "Russian Surplus"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Russian Surplus Closet"
/obj/structure/closet/gimmick/tacticool
name = "Tacticool Gear"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Tacticool Gear Closet"
/obj/structure/closet/thunderdome
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet."
anchored = 1
/obj/structure/closet/thunderdome/tdred
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet."
/obj/structure/closet/thunderdome/tdgreen
desc = "Everything you need!"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
name = "Thunderdome closet."
/obj/structure/closet/malf/suits
desc = "Gear preparations closet."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/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/structure/closet/wardrobe/black
name = "Black Wardrobe"
desc = "Contains black jumpsuits."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black
name = "Chaplain Wardrobe"
desc = "Closet of basic chaplain clothes."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/green
name = "Green Wardrobe"
desc = "Contains green jumpsuits."
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/mixed
name = "Mixed Wardrobe"
desc = "This appears to contain several different sets of clothing."
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/wardrobe/orange
name = "Prisoners Wardrobe"
desc = "Contains orange jumpsuits."
icon_state = "orange"
icon_closed = "orange"
/obj/structure/closet/wardrobe/pink
name = "Pink Wardrobe"
desc = "Contains pink jumpsuits."
icon_state = "pink"
icon_closed = "pink"
/obj/structure/closet/wardrobe/red
name = "Red Wardrobe"
desc = "Contains red jumpsuits."
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/white
name = "White Wardrobe"
desc = "Contains white jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white
name = "Toxins Wardrobe"
desc = "Contains toxins jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white
name = "Genetics Wardrobe"
desc = "Contains genetics jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/yellow
name = "Yellow Wardrobe"
desc = "Contains yellow jumpsuits."
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/engineering_yellow
name = "Engineering Wardrobe"
desc = "Contains engineering jumpsuits."
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "Atmospherics Wardrobe"
desc = "Contains atmospheric jumpsuits."
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/grey
name = "Grey Wardrobe"
desc = "Contains grey jumpsuits."
icon_state = "grey"
icon_closed = "grey"
/obj/structure/closet/secure_closet
desc = "An immobile card-locked storage closet."
name = "Security Locker"
icon = 'closet.dmi'
icon_state = "secure1"
density = 1
opened = 0
var/locked = 1
var/broken = 0
var/large = 1
icon_closed = "secure"
var/icon_locked = "secure1"
icon_opened = "secureopen"
var/icon_broken = "securebroken"
var/icon_off = "secureoff"
wall_mounted = 0 //never solid (You can always pass over it)
health = 200
/obj/structure/closet/secure_closet/medical_wall
name = "First Aid Closet"
desc = "A wall mounted closet which --should-- contain medical supplies."
icon_state = "medical_wall_locked"
icon_closed = "medical_wall_unlocked"
icon_locked = "medical_wall_locked"
icon_opened = "medical_wall_open"
icon_broken = "medical_wall_spark"
icon_off = "medical_wall_off"
anchored = 1
density = 0
wall_mounted = 1
req_access = list(access_medical)
/obj/structure/closet/secure_closet/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/personal/patient
name = "Patient's closet"
/obj/structure/closet/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