mirror of
https://github.com/vgstation-coders/vgstation13.git
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Of course, everyone else is welcome to try it out, but it is a massive nerf to sec. It's an experiment, nothing more. Don't get your panties twisted. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5272 316c924e-a436-60f5-8080-3fe189b3f50e
236 lines
6.7 KiB
Plaintext
236 lines
6.7 KiB
Plaintext
/obj/structure/closet/secure_closet/captains
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name = "Captain's Locker"
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req_access = list(access_captain)
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icon_state = "capsecure1"
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icon_closed = "capsecure"
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icon_locked = "capsecure1"
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icon_opened = "capsecureopen"
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icon_broken = "capsecurebroken"
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icon_off = "capsecureoff"
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New()
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sleep(2)
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if(prob(50))
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new /obj/item/weapon/storage/backpack/captain(src)
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else
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new /obj/item/weapon/storage/backpack/satchel_cap(src)
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new /obj/item/clothing/suit/captunic(src)
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new /obj/item/clothing/head/helmet/cap(src)
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new /obj/item/clothing/under/rank/captain(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/weapon/cartridge/captain(src)
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new /obj/item/clothing/head/helmet/swat(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/device/radio/headset/heads/captain(src)
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new /obj/item/weapon/reagent_containers/food/drinks/flask(src)
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new /obj/item/clothing/gloves/captain(src)
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new /obj/item/weapon/gun/energy/gun(src)
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return
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/obj/structure/closet/secure_closet/hop
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name = "Head of Personnel's Locker"
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req_access = list(access_hop)
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icon_state = "hopsecure1"
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icon_closed = "hopsecure"
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icon_locked = "hopsecure1"
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icon_opened = "hopsecureopen"
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icon_broken = "hopsecurebroken"
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icon_off = "hopsecureoff"
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New()
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sleep(2)
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new /obj/item/clothing/under/rank/head_of_personnel(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/weapon/cartridge/hop(src)
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new /obj/item/device/radio/headset/heads/hop(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/weapon/storage/id_kit(src)
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/device/flash(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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return
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/obj/structure/closet/secure_closet/hos
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name = "Safety Administrator's Locker"
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req_access = list(access_hos)
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icon_state = "hossecure1"
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icon_closed = "hossecure"
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icon_locked = "hossecure1"
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icon_opened = "hossecureopen"
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icon_broken = "hossecurebroken"
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icon_off = "hossecureoff"
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New()
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sleep(2)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/weapon/cartridge/hos(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/weapon/storage/lockbox/loyalty(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/weapon/reagent_containers/spray/pepper(src)
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return
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/obj/structure/closet/secure_closet/warden
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name = "Correctional Advisor's Locker"
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req_access = list(access_armory)
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icon_state = "wardensecure1"
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icon_closed = "wardensecure"
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icon_locked = "wardensecure1"
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icon_opened = "wardensecureopen"
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icon_broken = "wardensecurebroken"
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icon_off = "wardensecureoff"
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New()
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sleep(2)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/under/rank/advisor(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/reagent_containers/spray/pepper(src)
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new /obj/item/weapon/reagent_containers/spray/pepper(src)
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new /obj/item/weapon/melee/baton(src)
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return
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/obj/structure/closet/secure_closet/security
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name = "Crew Supervisor's Locker"
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req_access = list(access_security)
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icon_state = "sec1"
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icon_closed = "sec"
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icon_locked = "sec1"
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icon_opened = "secopen"
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icon_broken = "secbroken"
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icon_off = "secoff"
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New()
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sleep(2)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/reagent_containers/spray/pepper(src)
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new /obj/item/weapon/reagent_containers/spray/pepper(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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return
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/obj/structure/closet/secure_closet/detective
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name = "Detective's Cabinet"
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req_access = list(access_forensics_lockers)
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icon_state = "cabinetdetective_locked"
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icon_closed = "cabinetdetective"
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icon_locked = "cabinetdetective_locked"
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icon_opened = "cabinetdetective_open"
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icon_broken = "cabinetdetective_broken"
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icon_off = "cabinetdetective_broken"
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New()
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sleep(2)
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new /obj/item/clothing/under/det(src)
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new /obj/item/clothing/suit/armor/det_suit(src)
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new /obj/item/clothing/suit/det_suit(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/head/det_hat(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/weapon/cartridge/detective(src)
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new /obj/item/weapon/clipboard(src)
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new /obj/item/device/detective_scanner(src)
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new /obj/item/weapon/storage/box/evidence(src)
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return
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/obj/structure/closet/secure_closet/detective/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/secure_closet/injection
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name = "Lethal Injections"
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req_access = list(access_hos)
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New()
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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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/obj/structure/closet/secure_closet/brig
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name = "Brig Locker"
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req_access = list(access_brig)
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anchored = 1
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New()
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new /obj/item/clothing/under/color/orange( src )
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new /obj/item/clothing/shoes/orange( src )
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return
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/obj/structure/closet/secure_closet/courtroom
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name = "Courtroom Locker"
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req_access = list(access_court)
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New()
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sleep(2)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/paper/Court (src)
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new /obj/item/weapon/pen (src)
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new /obj/item/clothing/suit/judgerobe (src)
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new /obj/item/clothing/head/powdered_wig (src)
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new /obj/item/weapon/storage/briefcase(src)
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return
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/obj/structure/closet/secure_closet/wall
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name = "wall locker"
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req_access = list(access_security)
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icon_state = "wall-locker1"
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density = 1
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icon_closed = "wall-locker"
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icon_locked = "wall-locker1"
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icon_opened = "wall-lockeropen"
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icon_broken = "wall-lockerbroken"
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icon_off = "wall-lockeroff"
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//too small to put a man in
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large = 0
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/obj/structure/closet/secure_closet/wall/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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