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vgstation13/code/game/objects/structures/crates_lockers/crates.dm
aranclanos@hotmail.com 4f010d9730 Fixes issue 1138 - Stashing lockers on crates.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5248 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-02 08:01:12 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/structure/closet/crate
name = "crate"
desc = "A rectangular steel crate."
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
req_access = null
opened = 0
flags = FPRINT
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
/obj/structure/closet/crate/internals
desc = "A internals crate."
name = "Internals crate"
icon = 'icons/obj/storage.dmi'
icon_state = "o2crate"
density = 1
icon_opened = "o2crateopen"
icon_closed = "o2crate"
/obj/structure/closet/crate/trashcart
desc = "A heavy, metal trashcart with wheels."
name = "Trash Cart"
icon = 'icons/obj/storage.dmi'
icon_state = "trashcart"
density = 1
icon_opened = "trashcartopen"
icon_closed = "trashcart"
/*these aren't needed anymore
/obj/structure/closet/crate/hat
desc = "A crate filled with Valuable Collector's Hats!."
name = "Hat Crate"
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/contraband
name = "Poster crate"
desc = "A random assortment of posters manufactured by providers NOT listed under Nanotrasen's whitelist."
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
*/
/obj/structure/closet/crate/medical
desc = "A medical crate."
name = "Medical crate"
icon = 'icons/obj/storage.dmi'
icon_state = "medicalcrate"
density = 1
icon_opened = "medicalcrateopen"
icon_closed = "medicalcrate"
/obj/structure/closet/crate/rcd
desc = "A crate for the storage of the RCD."
name = "RCD crate"
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "Freezer"
icon = 'icons/obj/storage.dmi'
icon_state = "freezer"
density = 1
icon_opened = "freezeropen"
icon_closed = "freezer"
var/target_temp = T0C - 40
var/cooling_power = 40
return_air()
var/datum/gas_mixture/gas = (..())
if(!gas) return null
var/datum/gas_mixture/newgas = new/datum/gas_mixture()
newgas.oxygen = gas.oxygen
newgas.carbon_dioxide = gas.carbon_dioxide
newgas.nitrogen = gas.nitrogen
newgas.toxins = gas.toxins
newgas.volume = gas.volume
newgas.temperature = gas.temperature
if(newgas.temperature <= target_temp) return
if((newgas.temperature - cooling_power) > target_temp)
newgas.temperature -= cooling_power
else
newgas.temperature = target_temp
return newgas
/obj/structure/closet/crate/bin
desc = "A large bin."
name = "Large bin"
icon = 'icons/obj/storage.dmi'
icon_state = "largebin"
density = 1
icon_opened = "largebinopen"
icon_closed = "largebin"
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "Radioactive gear crate"
icon = 'icons/obj/storage.dmi'
icon_state = "radiation"
density = 1
icon_opened = "radiationopen"
icon_closed = "radiation"
/obj/structure/closet/crate/secure/weapon
desc = "A secure weapons crate."
name = "Weapons crate"
icon = 'icons/obj/storage.dmi'
icon_state = "weaponcrate"
density = 1
icon_opened = "weaponcrateopen"
icon_closed = "weaponcrate"
/obj/structure/closet/crate/secure/plasma
desc = "A secure plasma crate."
name = "Plasma crate"
icon = 'icons/obj/storage.dmi'
icon_state = "plasmacrate"
density = 1
icon_opened = "plasmacrateopen"
icon_closed = "plasmacrate"
/obj/structure/closet/crate/secure/gear
desc = "A secure gear crate."
name = "Gear crate"
icon = 'icons/obj/storage.dmi'
icon_state = "secgearcrate"
density = 1
icon_opened = "secgearcrateopen"
icon_closed = "secgearcrate"
/obj/structure/closet/crate/secure/hydrosec
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
name = "secure hydroponics crate"
icon = 'icons/obj/storage.dmi'
icon_state = "hydrosecurecrate"
density = 1
icon_opened = "hydrosecurecrateopen"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/bin
desc = "A secure bin."
name = "Secure bin"
icon_state = "largebins"
icon_opened = "largebinsopen"
icon_closed = "largebins"
redlight = "largebinr"
greenlight = "largebing"
sparks = "largebinsparks"
emag = "largebinemag"
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "Secure crate"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/redlight = "securecrater"
var/greenlight = "securecrateg"
var/sparks = "securecratesparks"
var/emag = "securecrateemag"
var/broken = 0
var/locked = 1
/obj/structure/closet/crate/hydroponics
name = "Hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon = 'icons/obj/storage.dmi'
icon_state = "hydrocrate"
icon_opened = "hydrocrateopen"
icon_closed = "hydrocrate"
density = 1
/obj/structure/closet/crate/hydroponics/prespawned
//This exists so the prespawned hydro crates spawn with their contents.
/* name = "Hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon = 'icons/obj/storage.dmi'
icon_state = "hydrocrate"
icon_opened = "hydrocrateopen"
icon_closed = "hydrocrate"
density = 1*/
New()
..()
new /obj/item/weapon/reagent_containers/spray/plantbgone(src)
new /obj/item/weapon/reagent_containers/spray/plantbgone(src)
new /obj/item/weapon/minihoe(src)
// new /obj/item/weapon/weedspray(src)
// new /obj/item/weapon/weedspray(src)
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
/obj/structure/closet/crate/secure/New()
..()
if(locked)
overlays = null
overlays += redlight
else
overlays = null
overlays += greenlight
/obj/structure/closet/crate/rcd/New()
..()
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd(src)
/obj/structure/closet/crate/radiation/New()
..()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/obj/structure/closet/crate/open()
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
O.loc = get_turf(src)
icon_state = icon_opened
src.opened = 1
/obj/structure/closet/crate/close()
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
var/itemcount = 0
for(var/obj/O in get_turf(src))
if(itemcount >= storage_capacity)
break
if(O.density || O.anchored || istype(O,/obj/structure/closet)) continue
O.loc = src
itemcount++
icon_state = icon_closed
src.opened = 0
/obj/structure/closet/crate/attack_hand(mob/user as mob)
if(opened)
close()
else
if(rigged && locate(/obj/item/device/radio/electropack) in src)
if(isliving(user))
var/mob/living/L = user
if(L.electrocute_act(17, src))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return
open()
return
/obj/structure/closet/crate/secure/attack_hand(mob/user as mob)
if(locked && !broken)
if (allowed(user))
user << "<span class='notice'>You unlock [src].</span>"
src.locked = 0
overlays = null
overlays += greenlight
return
else
user << "<span class='notice'>[src] is locked.</span>"
return
else
..()
/obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/card) && src.allowed(user) && !locked && !opened && !broken)
user << "<span class='notice'>You lock \the [src].</span>"
src.locked = 1
overlays = null
overlays += redlight
return
else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && locked &&!broken)
overlays = null
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
playsound(src.loc, "sparks", 60, 1)
src.locked = 0
src.broken = 1
user << "<span class='notice'>You unlock \the [src].</span>"
return
return ..()
/obj/structure/closet/crate/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/closet/crate/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opened)
if(isrobot(user))
return
user.drop_item()
if(W)
W.loc = src.loc
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/cable_coil))
if(rigged)
user << "<span class='notice'>[src] is already rigged!</span>"
return
user << "<span class='notice'>You rig [src].</span>"
user.drop_item()
del(W)
rigged = 1
return
else if(istype(W, /obj/item/device/radio/electropack))
if(rigged)
user << "<span class='notice'>You attach [W] to [src].</span>"
user.drop_item()
W.loc = src
return
else if(istype(W, /obj/item/weapon/wirecutters))
if(rigged)
user << "<span class='notice'>You cut away the wiring.</span>"
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
rigged = 0
return
else return attack_hand(user)
/obj/structure/closet/crate/secure/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(!broken && !opened && prob(50/severity))
if(!locked)
src.locked = 1
overlays = null
overlays += redlight
else
overlays = null
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
src.locked = 0
if(!opened && prob(20/severity))
if(!locked)
open()
else
src.req_access = list()
src.req_access += pick(get_all_accesses())
..()
/obj/structure/closet/crate/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/O in src.contents)
del(O)
del(src)
return
if(2.0)
for(var/obj/O in src.contents)
if(prob(50))
del(O)
del(src)
return
if(3.0)
if (prob(50))
del(src)
return
else
return