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VOREStation/code/game/objects/structures/crates_lockers/closets/walllocker.dm
T
Kashargul f8333a8d93 Staticpath [MDB ignore] (#19166)
* move those to static paths

* maps

* .

* .

* ugh

* .
2026-02-22 22:10:59 +01:00

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//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 = 'icons/obj/closets/bases/wall.dmi'
closet_appearance = /datum/decl/closet_appearance/wall
density = FALSE
anchored = TRUE
store_mobs = 0
wall_mounted = 1
open_sound = 'sound/machines/click.ogg'
close_sound = 'sound/machines/click.ogg'
//spawns 2 sets of breathmask, emergency oxy tank and crowbar
/obj/structure/closet/walllocker/emerglocker
name = "emergency locker"
desc = "A wall mounted locker with emergency supplies."
var/list/spawnitems = list(/obj/item/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/tool/crowbar/red)
var/amount = 2 // spawns each items X times.
closet_appearance = /datum/decl/closet_appearance/wall/emergency
/obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob)
src.attack_hand(user)
return
/obj/structure/closet/walllocker/emerglocker/attackby(obj/item/W as obj, mob/user as mob)
return
/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
if (isAI(user)) //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)
to_chat(user, "<spawn class='notice'>It's empty..")
return
if(amount)
to_chat(user, "<spawn class='notice'>You take out some items from \the [src].")
for(var/path in spawnitems)
new path(src.loc)
amount--
return
/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
//VOREStation Add Start
/obj/structure/closet/walllocker/medical
name = "first-aid closet"
desc = "It's a wall-mounted storage unit for first aid supplies."
closet_appearance = /datum/decl/closet_appearance/wall/medical
/obj/structure/closet/walllocker/medical/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker/medical/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker/medical/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker/medical/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker/wooden
name = "wooden cabinet"
desc = "A wall mounted storage cabinet."
closet_appearance = /datum/decl/closet_appearance/wall_double/wooden
/obj/structure/closet/walllocker/wooden/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker/wooden/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker/wooden/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker/wooden/east
pixel_x = 32
dir = EAST
//VOREStation Add End
//double-size "cabinet" lockers, from Killian
/obj/structure/closet/walllocker_double
desc = "A wall mounted storage cabinet."
name = "wall cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /datum/decl/closet_appearance/wall_double
density = FALSE
anchored = TRUE
store_mobs = 0
wall_mounted = 1
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
open_sound = 'sound/machines/click.ogg'
close_sound = 'sound/machines/click.ogg'
/obj/structure/closet/walllocker_double/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/kitchen
desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?"
name = "kitchen cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /datum/decl/closet_appearance/wall_double/kitchen
density = FALSE
anchored = TRUE
/obj/structure/closet/walllocker_double/kitchen/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/kitchen/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/kitchen/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/kitchen/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/medical
name = "medical cabinet"
desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
closet_appearance = /datum/decl/closet_appearance/wall_double/medical
/obj/structure/closet/walllocker_double/medical/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/medical/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/medical/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/medical/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/emergency_engi
name = "emergency supplies cabinet"
desc = "A wall mounted cabinet. Seemingly has cool stuff for 'emergency use only'."
closet_appearance = /datum/decl/closet_appearance/wall_double/emergency_engi
starts_with = list(
/obj/item/clothing/mask/breath = 2,
/obj/item/tank/emergency/oxygen/engi = 2,
/obj/item/storage/briefcase/inflatable,
/obj/item/radio = 3)
/obj/structure/closet/walllocker_double/emergency_engi/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/emergency_engi/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/emergency_engi/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/emergency_engi/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/hydrant
name = "fire-safety closet"
desc = "It's a storage cabinet packed with fire-fighting supplies."
closet_appearance = /datum/decl/closet_appearance/wall_double/fire_safety
starts_with = list(
/obj/item/clothing/suit/fire,
/obj/item/clothing/mask/gas/clear,
/obj/item/flashlight,
/obj/item/tank/oxygen/red,
/obj/item/extinguisher,
/obj/item/clothing/head/hardhat/red)
/obj/structure/closet/walllocker_double/hydrant/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/hydrant/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/hydrant/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/hydrant/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/survival
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."
name = "emergency survival wall cabinet"
icon = 'icons/obj/closets/bases/wall_double.dmi'
closet_appearance = /datum/decl/closet_appearance/wall_double/survival
density = FALSE
anchored = TRUE
store_mobs = 0
wall_mounted = 1
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
starts_with = list(
/obj/item/clothing/suit/space/emergency,
/obj/item/clothing/head/helmet/space/emergency,
/obj/item/clothing/mask/breath,
/obj/item/tank/oxygen,
/obj/item/suit_cooling_unit/emergency,
/obj/item/gps,
/obj/item/material/knife/tacknife/survival,
/obj/random/mre,
/obj/item/flashlight/color/yellow,
/obj/item/flashlight/flare,
/obj/item/reagent_containers/food/drinks/cans/waterbottle)
/obj/structure/closet/walllocker_double/survival/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/survival/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/survival/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/survival/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/security
name = "security cabinet"
desc = "A wall mounted cabinet. This one is suspiciously red."
closet_appearance = /datum/decl/closet_appearance/wall_double/security
/obj/structure/closet/walllocker_double/security/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/security/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/security/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/security/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/misc_civ
closet_appearance = /datum/decl/closet_appearance/wall_double/gaming
/obj/structure/closet/walllocker_double/misc_civ/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/misc_civ/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/misc_civ/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/misc_civ/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/generic_civ
closet_appearance = /datum/decl/closet_appearance/wall_double/generic_civ
/obj/structure/closet/walllocker_double/generic_civ/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/generic_civ/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/generic_civ/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/generic_civ/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/casino
closet_appearance = /datum/decl/closet_appearance/wall_double/casino
/obj/structure/closet/walllocker_double/casino/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/casino/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/casino/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/casino/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/cargo
desc = "A wall mounted cabinet. This one is in cargo colors."
closet_appearance = /datum/decl/closet_appearance/wall_double/cargo
/obj/structure/closet/walllocker_double/cargo/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/cargo/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/cargo/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/cargo/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/science
desc = "A wall mounted cabinet. This one is in research colors."
closet_appearance = /datum/decl/closet_appearance/wall_double/science
/obj/structure/closet/walllocker_double/science/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/science/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/science/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/science/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/command
desc = "A wall mounted cabinet. This one is in command colors."
closet_appearance = /datum/decl/closet_appearance/wall_double/command
/obj/structure/closet/walllocker_double/command/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/command/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/command/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/command/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/command/ce
closet_appearance = /datum/decl/closet_appearance/wall_double/ce
/obj/structure/closet/walllocker_double/command/cmo
closet_appearance = /datum/decl/closet_appearance/wall_double/cmo
/obj/structure/closet/walllocker_double/command/rd
closet_appearance = /datum/decl/closet_appearance/wall_double/rd
/obj/structure/closet/walllocker_double/command/hos
closet_appearance = /datum/decl/closet_appearance/wall_double/hos
/obj/structure/closet/walllocker_double/command/iaa
closet_appearance = /datum/decl/closet_appearance/wall_double/iaa
/obj/structure/closet/walllocker_double/engineering
desc = "A wall mounted cabinet. This one is in engineering colors."
closet_appearance = /datum/decl/closet_appearance/wall_double/engineering
/obj/structure/closet/walllocker_double/engineering/north
pixel_y = 32
dir = SOUTH
/obj/structure/closet/walllocker_double/engineering/south
pixel_y = -32
dir = NORTH
/obj/structure/closet/walllocker_double/engineering/west
pixel_x = -32
dir = WEST
/obj/structure/closet/walllocker_double/engineering/east
pixel_x = 32
dir = EAST