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Added in a bulletproof vest and laser protective vest, both spawn in the armory and in armor crates. Security Officers spawn with their new boots. Security Lockers now have the new boots inside them. Some MULEbot patching thanks to Trubble_bass. The PDA list should no longer show the hallway navigation beacons. Shuttle walls are no longer autosmoothed. This has to be done manually in the map as it was causing some graphical errors. Added in new boots and armor sprites. Credit goes to Firecage for them. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1755 316c924e-a436-60f5-8080-3fe189b3f50e
85 lines
3.0 KiB
Plaintext
85 lines
3.0 KiB
Plaintext
/obj/secure_closet/security1/New()
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..()
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sleep(2)
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//new /obj/item/weapon/storage/flashbang_kit(src)
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// Seriously gimping the number of flashes security get, will probably change later -- TLE
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/flashbang(src)
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new /obj/item/weapon/handcuffs(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/under/rank/security(src)
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new /obj/item/clothing/shoes/jackboots(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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new /obj/item/weapon/melee/baton(src)
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return
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/obj/secure_closet/security1/proc/prison_break()
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src.locked = 0
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src.icon_state = src.icon_closed
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/obj/secure_closet/security2/New()
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..()
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sleep(2)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/clothing/under/det( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/head/det_hat( src )
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new /obj/item/clothing/suit/det_suit( src )
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new /obj/item/clothing/suit/det_suit/armor( src )
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new /obj/item/weapon/storage/fcard_kit( src )
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new /obj/item/weapon/storage/fcard_kit( src )
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new /obj/item/weapon/storage/fcard_kit( src )
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new /obj/item/clothing/gloves/black( src )
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new /obj/item/weapon/storage/lglo_kit( src )
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new /obj/item/weapon/fcardholder( src )
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new /obj/item/weapon/fcardholder( src )
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new /obj/item/weapon/fcardholder( src )
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new /obj/item/weapon/fcardholder( src )
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new /obj/item/device/detective_scanner( src )
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new /obj/item/device/detective_scanner( src )
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new /obj/item/device/detective_scanner( src )
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return
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/obj/secure_closet/highsec/New()
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..()
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sleep(2)
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new /obj/item/device/radio/headset/heads/hop( src )
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/device/flash( src )
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/clothing/under/rank/head_of_personnel( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/glasses/sunglasses( src )
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new /obj/item/clothing/suit/armor/vest( src )
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new /obj/item/clothing/head/helmet( src )
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return
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/obj/secure_closet/hos/New()
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..()
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sleep(2)
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/weapon/shield/riot(src)
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/device/flash( src )
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/clothing/under/rank/head_of_security( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/glasses/sunglasses( src )
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new /obj/item/clothing/suit/armor/hos( src )
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new /obj/item/clothing/head/helmet( src )
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/handcuffs(src)
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new /obj/item/weapon/melee/baton(src)
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return
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/obj/secure_closet/injection/New()
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..()
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sleep(2)
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new /obj/item/weapon/reagent_containers/ld50_syringe/choral ( src )
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new /obj/item/weapon/reagent_containers/ld50_syringe/choral ( src )
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return
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