mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-05-19 13:20:47 +01:00
f8333a8d93
* move those to static paths * maps * . * . * ugh * .
452 lines
12 KiB
Plaintext
452 lines
12 KiB
Plaintext
//added by cael from old bs12
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//not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something
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/obj/structure/closet/walllocker
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desc = "A wall mounted storage locker."
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name = "wall locker"
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icon = 'icons/obj/closets/bases/wall.dmi'
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closet_appearance = /datum/decl/closet_appearance/wall
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density = FALSE
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anchored = TRUE
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store_mobs = 0
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wall_mounted = 1
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open_sound = 'sound/machines/click.ogg'
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close_sound = 'sound/machines/click.ogg'
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//spawns 2 sets of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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desc = "A wall mounted locker with emergency supplies."
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var/list/spawnitems = list(/obj/item/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/tool/crowbar/red)
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var/amount = 2 // spawns each items X times.
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closet_appearance = /datum/decl/closet_appearance/wall/emergency
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/obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob)
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src.attack_hand(user)
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return
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/obj/structure/closet/walllocker/emerglocker/attackby(obj/item/W as obj, mob/user as mob)
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return
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if (isAI(user)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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to_chat(user, "<spawn class='notice'>It's empty..")
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return
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if(amount)
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to_chat(user, "<spawn class='notice'>You take out some items from \the [src].")
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for(var/path in spawnitems)
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new path(src.loc)
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amount--
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return
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/obj/structure/closet/walllocker/emerglocker/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/emerglocker/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/emerglocker/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/emerglocker/east
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pixel_x = 32
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dir = EAST
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//VOREStation Add Start
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/obj/structure/closet/walllocker/medical
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name = "first-aid closet"
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desc = "It's a wall-mounted storage unit for first aid supplies."
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closet_appearance = /datum/decl/closet_appearance/wall/medical
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/obj/structure/closet/walllocker/medical/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/medical/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/medical/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/medical/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker/wooden
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name = "wooden cabinet"
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desc = "A wall mounted storage cabinet."
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closet_appearance = /datum/decl/closet_appearance/wall_double/wooden
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/obj/structure/closet/walllocker/wooden/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/wooden/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/wooden/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/wooden/east
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pixel_x = 32
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dir = EAST
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//VOREStation Add End
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//double-size "cabinet" lockers, from Killian
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/obj/structure/closet/walllocker_double
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desc = "A wall mounted storage cabinet."
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name = "wall cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /datum/decl/closet_appearance/wall_double
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density = FALSE
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anchored = TRUE
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store_mobs = 0
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wall_mounted = 1
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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open_sound = 'sound/machines/click.ogg'
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close_sound = 'sound/machines/click.ogg'
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/obj/structure/closet/walllocker_double/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/kitchen
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desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?"
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name = "kitchen cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /datum/decl/closet_appearance/wall_double/kitchen
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density = FALSE
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anchored = TRUE
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/obj/structure/closet/walllocker_double/kitchen/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/kitchen/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/kitchen/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/kitchen/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/medical
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name = "medical cabinet"
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desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
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closet_appearance = /datum/decl/closet_appearance/wall_double/medical
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/obj/structure/closet/walllocker_double/medical/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/medical/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/medical/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/medical/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/emergency_engi
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name = "emergency supplies cabinet"
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desc = "A wall mounted cabinet. Seemingly has cool stuff for 'emergency use only'."
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closet_appearance = /datum/decl/closet_appearance/wall_double/emergency_engi
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starts_with = list(
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/obj/item/clothing/mask/breath = 2,
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/obj/item/tank/emergency/oxygen/engi = 2,
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/obj/item/storage/briefcase/inflatable,
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/obj/item/radio = 3)
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/obj/structure/closet/walllocker_double/emergency_engi/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/emergency_engi/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/emergency_engi/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/emergency_engi/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/hydrant
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name = "fire-safety closet"
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desc = "It's a storage cabinet packed with fire-fighting supplies."
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closet_appearance = /datum/decl/closet_appearance/wall_double/fire_safety
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starts_with = list(
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/obj/item/clothing/suit/fire,
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/obj/item/clothing/mask/gas/clear,
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/obj/item/flashlight,
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/obj/item/tank/oxygen/red,
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/obj/item/extinguisher,
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/obj/item/clothing/head/hardhat/red)
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/obj/structure/closet/walllocker_double/hydrant/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/hydrant/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/hydrant/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/hydrant/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/survival
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desc = "A wall mounted storage cabinet. It contains a small amount of emergency supplies for wilderness survival, but they probably won't last very long."
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name = "emergency survival wall cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /datum/decl/closet_appearance/wall_double/survival
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density = FALSE
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anchored = TRUE
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store_mobs = 0
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wall_mounted = 1
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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starts_with = list(
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/obj/item/clothing/suit/space/emergency,
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/obj/item/clothing/head/helmet/space/emergency,
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/obj/item/clothing/mask/breath,
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/obj/item/tank/oxygen,
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/obj/item/suit_cooling_unit/emergency,
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/obj/item/gps,
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/obj/item/material/knife/tacknife/survival,
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/obj/random/mre,
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/obj/item/flashlight/color/yellow,
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/obj/item/flashlight/flare,
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/obj/item/reagent_containers/food/drinks/cans/waterbottle)
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/obj/structure/closet/walllocker_double/survival/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/survival/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/survival/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/survival/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/security
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name = "security cabinet"
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desc = "A wall mounted cabinet. This one is suspiciously red."
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closet_appearance = /datum/decl/closet_appearance/wall_double/security
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/obj/structure/closet/walllocker_double/security/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/security/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/security/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/security/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/misc_civ
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closet_appearance = /datum/decl/closet_appearance/wall_double/gaming
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/obj/structure/closet/walllocker_double/misc_civ/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/misc_civ/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/misc_civ/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/misc_civ/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/generic_civ
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closet_appearance = /datum/decl/closet_appearance/wall_double/generic_civ
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/obj/structure/closet/walllocker_double/generic_civ/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/generic_civ/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/generic_civ/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/generic_civ/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/casino
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closet_appearance = /datum/decl/closet_appearance/wall_double/casino
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/obj/structure/closet/walllocker_double/casino/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/casino/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/casino/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/casino/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/cargo
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desc = "A wall mounted cabinet. This one is in cargo colors."
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closet_appearance = /datum/decl/closet_appearance/wall_double/cargo
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/obj/structure/closet/walllocker_double/cargo/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/cargo/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/cargo/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/cargo/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/science
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desc = "A wall mounted cabinet. This one is in research colors."
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closet_appearance = /datum/decl/closet_appearance/wall_double/science
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/obj/structure/closet/walllocker_double/science/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/science/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/science/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/science/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/command
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desc = "A wall mounted cabinet. This one is in command colors."
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closet_appearance = /datum/decl/closet_appearance/wall_double/command
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/obj/structure/closet/walllocker_double/command/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/command/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/command/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/command/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/command/ce
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closet_appearance = /datum/decl/closet_appearance/wall_double/ce
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/obj/structure/closet/walllocker_double/command/cmo
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closet_appearance = /datum/decl/closet_appearance/wall_double/cmo
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/obj/structure/closet/walllocker_double/command/rd
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closet_appearance = /datum/decl/closet_appearance/wall_double/rd
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/obj/structure/closet/walllocker_double/command/hos
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closet_appearance = /datum/decl/closet_appearance/wall_double/hos
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/obj/structure/closet/walllocker_double/command/iaa
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closet_appearance = /datum/decl/closet_appearance/wall_double/iaa
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/obj/structure/closet/walllocker_double/engineering
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desc = "A wall mounted cabinet. This one is in engineering colors."
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closet_appearance = /datum/decl/closet_appearance/wall_double/engineering
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/obj/structure/closet/walllocker_double/engineering/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/engineering/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/engineering/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/engineering/east
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pixel_x = 32
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dir = EAST
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