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Put shuttles in their proper place, split out secure crates
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105
code/game/objects/structures/crates_lockers/crates/secure.dm
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105
code/game/objects/structures/crates_lockers/crates/secure.dm
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/obj/structure/closet/crate/secure
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desc = "A secure crate."
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name = "secure crate"
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icon_crate = "securecrate"
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icon_state = "securecrate"
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var/redlight = "securecrater"
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var/greenlight = "securecrateg"
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var/sparks = "securecratesparks"
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var/emag = "securecrateemag"
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locked = 1
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health = 1000
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/obj/structure/closet/crate/secure/weapon
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desc = "A secure weapons crate."
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name = "weapons crate"
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icon_crate = "weaponcrate"
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icon_state = "weaponcrate"
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/obj/structure/closet/crate/secure/plasma
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desc = "A secure plasma crate."
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name = "plasma crate"
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icon_crate = "plasmacrate"
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icon_state = "plasmacrate"
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/obj/structure/closet/crate/secure/gear
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desc = "A secure gear crate."
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name = "gear crate"
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icon_crate = "secgearcrate"
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icon_state = "secgearcrate"
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/obj/structure/closet/crate/secure/hydrosec
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desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
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name = "secure hydroponics crate"
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icon_crate = "hydrosecurecrate"
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icon_state = "hydrosecurecrate"
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/obj/structure/closet/crate/secure/update_icon()
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..()
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if(locked)
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overlays += redlight
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else if(broken)
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overlays += emag
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else
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overlays += greenlight
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/obj/structure/closet/crate/secure/attack_hand(mob/user)
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if(manifest)
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tear_manifest(user)
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return
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if(locked && !broken)
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if (allowed(user))
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user << "<span class='notice'>You unlock [src].</span>"
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src.locked = 0
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update_icon()
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add_fingerprint(user)
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return
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else
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user << "<span class='notice'>[src] is locked.</span>"
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return
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else
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..()
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/obj/structure/closet/crate/secure/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/card) && src.allowed(user) && !locked && !opened && !broken)
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user << "<span class='notice'>You lock \the [src].</span>"
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src.locked = 1
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update_icon()
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add_fingerprint(user)
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return
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return ..()
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/obj/structure/closet/crate/secure/emag_act(mob/user)
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if(locked && !broken)
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src.locked = 0
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src.broken = 1
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update_icon()
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overlays += sparks
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spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
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playsound(src.loc, "sparks", 60, 1)
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user << "<span class='notice'>You unlock \the [src].</span>"
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add_fingerprint(user)
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/obj/structure/closet/crate/secure/emp_act(severity)
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for(var/obj/O in src)
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O.emp_act(severity)
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if(!broken && !opened && prob(50/severity))
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if(!locked)
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src.locked = 1
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update_icon()
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else
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src.locked = 0
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src.broken = 1
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update_icon()
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overlays += sparks
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spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
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playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
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if(!opened && prob(20/severity))
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if(!locked)
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open()
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else
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src.req_access = list()
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src.req_access += pick(get_all_accesses())
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..()
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