/obj/structure/closet/crate
name = "crate"
desc = "A rectangular steel crate."
icon = 'icons/obj/crates.dmi'
icon_state = "crate"
req_access = null
can_weld_shut = FALSE
horizontal = TRUE
allow_objects = TRUE
allow_dense = TRUE
dense_when_open = TRUE
climbable = TRUE
climb_time = 10 //real fast, because let's be honest stepping into or onto a crate is easy
climb_stun = 0 //climbing onto crates isn't hard, guys
delivery_icon = "deliverycrate"
material_drop = /obj/item/stack/sheet/plasteel
material_drop_amount = 5
var/obj/item/paper/fluff/jobs/cargo/manifest/manifest
/obj/structure/closet/crate/Initialize(mapload)
. = ..()
if(icon_state == "[initial(icon_state)]open")
opened = TRUE
// AddElement(/datum/element/climbable, climb_time = crate_climb_time * 0.5, climb_stun = 0)
// else
// AddElement(/datum/element/climbable, climb_time = crate_climb_time, climb_stun = 0)
update_icon()
/obj/structure/closet/crate/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(!istype(mover, /obj/structure/closet))
var/obj/structure/closet/crate/locatedcrate = locate(/obj/structure/closet/crate) in get_turf(mover)
if(locatedcrate) //you can walk on it like tables, if you're not in an open crate trying to move to a closed crate
if(opened) //if we're open, allow entering regardless of located crate openness
return TRUE
if(!locatedcrate.opened) //otherwise, if the located crate is closed, allow entering
return TRUE
/obj/structure/closet/crate/update_icon_state()
icon_state = "[initial(icon_state)][opened ? "open" : ""]"
/obj/structure/closet/crate/closet_update_overlays(list/new_overlays)
. = new_overlays
if(manifest)
. += "manifest"
/obj/structure/closet/crate/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(manifest)
tear_manifest(user)
/obj/structure/closet/crate/open(mob/living/user, force = FALSE)
. = ..()
if(. && manifest)
to_chat(user, "The manifest is torn off [src].")
playsound(src, 'sound/items/poster_ripped.ogg', 75, TRUE)
manifest.forceMove(get_turf(src))
manifest = null
update_icon()
// cit specific
/obj/structure/closet/crate/handle_lock_addition()
return
/obj/structure/closet/crate/handle_lock_removal()
return
/obj/structure/closet/crate/proc/tear_manifest(mob/user)
to_chat(user, "You tear the manifest off of [src].")
playsound(src, 'sound/items/poster_ripped.ogg', 75, TRUE)
manifest.forceMove(loc)
if(ishuman(user))
user.put_in_hands(manifest)
manifest = null
update_icon()
/obj/structure/closet/crate/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
resistance_flags = FLAMMABLE
can_weld_shut = FALSE
breakout_time = 200
max_integrity = 70
material_drop = /obj/item/stack/sheet/mineral/wood
material_drop_amount = 5
var/pryLidTimer = 250
/obj/structure/closet/crate/coffin/examine(mob/user)
. = ..()
if(user.mind?.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
. += {"This is a coffin which you can use to regenerate your burns and other wounds faster."}
. += {"You can also thicken your blood if you survive the day, and hide from the sun safely while inside."}
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
. += {"This is a coffin which your master can use to shield himself from the unforgiving sun.\n
You yourself are still human and dont need it. Yet."} */
/obj/structure/closet/crate/internals
desc = "An internals crate."
name = "internals crate"
icon_state = "o2crate"
/obj/structure/closet/crate/trashcart
desc = "A heavy, metal trashcart with wheels."
name = "trash cart"
icon_state = "trashcart"
/obj/structure/closet/crate/trashcart/Moved()
. = ..()
if(has_gravity())
playsound(src, 'sound/effects/roll.ogg', 100, TRUE)
/obj/structure/closet/crate/trashcart/laundry
name = "laundry cart"
desc = "A large cart for hauling around large amounts of laundry."
icon_state = "laundry"
/obj/structure/closet/crate/medical
desc = "A medical crate."
name = "medical crate"
icon_state = "medicalcrate"
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "freezer"
icon_state = "freezer"
//Snowflake organ freezer code
//Order is important, since we check source, we need to do the check whenever we have all the organs in the crate
/obj/structure/closet/crate/freezer/open()
recursive_organ_check(src)
..()
/obj/structure/closet/crate/freezer/close()
..()
recursive_organ_check(src)
/obj/structure/closet/crate/freezer/Destroy()
recursive_organ_check(src)
return ..()
/obj/structure/closet/crate/freezer/Initialize(mapload)
. = ..()
recursive_organ_check(src)
/obj/structure/closet/crate/freezer/blood
name = "blood freezer"
desc = "A freezer containing packs of blood."
icon_state = "surgery"
/obj/structure/closet/crate/freezer/blood/fake
should_populate_contents = FALSE
/obj/structure/closet/crate/freezer/blood/PopulateContents()
. = ..()
new /obj/item/reagent_containers/blood(src)
new /obj/item/reagent_containers/blood(src)
new /obj/item/reagent_containers/blood/AMinus(src)
new /obj/item/reagent_containers/blood/BMinus(src)
new /obj/item/reagent_containers/blood/BPlus(src)
new /obj/item/reagent_containers/blood/OMinus(src)
new /obj/item/reagent_containers/blood/OPlus(src)
new /obj/item/reagent_containers/blood/lizard(src)
new /obj/item/reagent_containers/blood/jellyblood(src)
new /obj/item/reagent_containers/blood/insect(src)
new /obj/item/reagent_containers/blood/synthetics(src)
for(var/i in 1 to 3)
new /obj/item/reagent_containers/blood/random(src)
/obj/structure/closet/crate/freezer/surplus_limbs
name = "surplus prosthetic limbs"
desc = "A crate containing an assortment of cheap prosthetic limbs."
/obj/structure/closet/crate/freezer/surplus_limbs/fake
should_populate_contents = FALSE
/obj/structure/closet/crate/freezer/surplus_limbs/PopulateContents()
. = ..()
new /obj/item/bodypart/l_arm/robot/surplus(src)
new /obj/item/bodypart/l_arm/robot/surplus(src)
new /obj/item/bodypart/r_arm/robot/surplus(src)
new /obj/item/bodypart/r_arm/robot/surplus(src)
new /obj/item/bodypart/l_leg/robot/surplus(src)
new /obj/item/bodypart/l_leg/robot/surplus(src)
new /obj/item/bodypart/r_leg/robot/surplus(src)
new /obj/item/bodypart/r_leg/robot/surplus(src)
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "radiation crate"
icon_state = "radiation"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon_state = "hydrocrate"
/obj/structure/closet/crate/engineering
name = "engineering crate"
icon_state = "engi_crate"
/obj/structure/closet/crate/engineering/electrical
icon_state = "engi_e_crate"
/obj/structure/closet/crate/rcd
desc = "A crate for the storage of an RCD."
name = "\improper RCD crate"
icon_state = "engi_crate"
/obj/structure/closet/crate/rcd/fake
should_populate_contents = FALSE
/obj/structure/closet/crate/rcd/PopulateContents()
..()
for(var/i in 1 to 4)
new /obj/item/rcd_ammo(src)
new /obj/item/construction/rcd(src)
/obj/structure/closet/crate/science
name = "science crate"
desc = "A science crate."
icon_state = "scicrate"
/obj/structure/closet/crate/solarpanel_small
name = "budget solar panel crate"
icon_state = "engi_e_crate"
/obj/structure/closet/crate/solarpanel_small/PopulateContents()
..()
for(var/i in 1 to 13)
new /obj/item/solar_assembly(src)
new /obj/item/circuitboard/computer/solar_control(src)
new /obj/item/paper/guides/jobs/engi/solars(src)
new /obj/item/electronics/tracker(src)
/obj/structure/closet/crate/goldcrate
name = "gold crate"
/obj/structure/closet/crate/goldcrate/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/stack/sheet/mineral/gold(src, 1, FALSE)
new /obj/item/storage/belt/champion(src)
/obj/structure/closet/crate/silvercrate
name = "silver crate"
/obj/structure/closet/crate/silvercrate/PopulateContents()
..()
for(var/i in 1 to 5)
new /obj/item/coin/silver(src)