//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 = 'walllocker.dmi' icon_state = "wall-locker" density = 1 flags = FPRINT var/list/spawnitems = list() var/amount = 3 // spawns each items X times. anchored = 1 opened = 0 var/locked = 1 var/bang_time = 0 var/broken = 0 var/large = 1 icon_closed = "wall-locker" var/icon_locked = "wall-locker1" icon_opened = "wall-lockeropen" var/icon_broken = "wall-lockerbroken" var/icon_off = "wall-lockeroff" /obj/structure/closet/walllocker/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) usr << "It's empty.." return if(amount) for(var/path in spawnitems) new path(src.loc) amount-- return /obj/structure/closet/walllocker/attackby(obj/item/weapon/W as obj, mob/user as mob) if (src.opened) if (istype(W, /obj/item/weapon/grab)) if (src.large) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet else user << "The locker is too small to stuff [W] into!" user.drop_item() if (W) W.loc = src.loc else if(src.broken) user << "\red It appears to be broken." return else if(istype(W, /obj/item/weapon/card/emag) && !src.broken) var/obj/item/weapon/card/emag/E = W if(E.uses) E.uses-- else return src.broken = 1 src.locked = 0 src.icon_state = src.icon_broken for(var/mob/O in viewers(user, 3)) if ((O.client && !( O.blinded ))) O << text("\blue The locker has been broken by [user] with an electromagnetic card!") else if(src.allowed(user)) src.locked = !src.locked for(var/mob/O in viewers(user, 3)) if ((O.client && !( O.blinded ))) O << text("\blue The locker has been []locked by [].", (src.locked ? null : "un"), user) if(src.locked) src.icon_state = src.icon_locked else src.icon_state = src.icon_closed else user << "\red Access Denied" return /obj/structure/closet/walllocker/security name = "wall locker" req_access = list(access_security) icon_state = "wall-locker1" density = 1 /obj/structure/closet/walllocker/New() spawn(10) for(var/obj/item/A in src.loc.contents) A.loc = src /obj/structure/closet/walllocker/alter_health() return get_turf(src) /obj/structure/closet/walllocker/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 return src.opened for(var/mob/M in src) M.loc = src.loc if (M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE if (!src.can_open()) return 0 src.dump_contents() src.icon_state = src.icon_opened src.opened = 1 playsound(src.loc, 'click.ogg', 15, 1, -3) return 1 if (!src.can_close()) return 0 for (var/obj/item/I in src.loc) if (!I.anchored) I.loc = src /*for (var/obj/overlay/o in src.loc) //REMOVE THIS if (!o.anchored) o.loc = src*/ for (var/mob/M in src.loc) if (M.buckled) continue if (M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src src.icon_state = src.icon_closed src.opened = 0 playsound(src.loc, 'click.ogg', 15, 1, -3) return 1 /obj/structure/closet/walllocker/ex_act(severity) switch(severity) if (1) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) if (2) if (prob(50)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) if (3) if (prob(5)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc ex_act(severity) del(src) /obj/structure/closet/walllocker/blob_act() if (prob(50)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc del(src) /obj/structure/closet/walllocker/meteorhit(obj/O as obj) if (O.icon_state == "flaming") for(var/obj/item/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if (M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE src.icon_state = src.icon_broken del(src) return return /obj/structure/closet/walllocker/bullet_act(flag) /* Just in case someone gives closets health if (flag == PROJECTILE_BULLET) src.health -= 1 src.healthcheck() return if (flag != PROJECTILE_LASER) src.health -= 3 src.healthcheck() return else src.health -= 5 src.healthcheck() return */ if(prob(1.5)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc del(src) return /obj/structure/closet/walllocker/relaymove(mob/user as mob) if (user.stat) return if (!( src.locked )) for(var/obj/item/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if (M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE src.icon_state = src.icon_opened src.opened = 1 else if(src.locked && world.timeofday - bang_time >= 14) user << "\blue It's locked!" for(var/mob/M in hearers(src, null)) if(!(M.disabilities & 32) && M.ear_deaf == 0) M << text("BANG, bang!", max(0, 5 - get_dist(src, M))) //user.unlock_medal("It's a trap!", 0, "Get locked or welded into a locker...", "easy") bang_time = world.timeofday return return /obj/structure/closet/walllocker/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) if ((user.restrained() || user.stat)) return if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(!src.opened) return if(istype(O, /obj/structure/closet/walllocker) || istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if (user != O) for(var/mob/B in viewers(user, 3)) if ((B.client && !( B.blinded ))) B << text("\red [] stuffs [] into []!", user, O, src) src.add_fingerprint(user) return /* //obj/structure/closet/attack_hand(mob/user as mob) src.add_fingerprint(user) if (!src.opened && !src.locked) if(!src.can_open()) return //open it for(var/obj/item/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if (M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE src.icon_state = src.icon_opened playsound(src.loc, 'click.ogg', 15, 1, -3) src.opened = 1 else if(src.opened) if(!src.can_close()) return //close it for(var/obj/item/I in src.loc) if (!( I.anchored )) I.loc = src for(var/mob/M in src.loc) if (M.buckled) continue if (M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src src.icon_state = src.icon_closed playsound(src.loc, 'click.ogg', 15, 1, -3) src.opened = 0 else return src.attackby(null, user) return*/ /obj/structure/closet/walllocker/attack_hand(mob/user as mob) src.add_fingerprint(user) if (!src.toggle()) return src.attackby(null, user) /obj/structure/closet/walllocker/attack_paw(mob/user as mob) return src.attack_hand(user) //spawns endless amounts of breathmask, emergency oxy tank and crowbar /obj/structure/closet/walllocker/emerglocker name = "Emergency Locker" spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar) icon_state = "emerg" /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