initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
@@ -0,0 +1,434 @@
/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "generic"
density = 1
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
var/opened = FALSE
var/welded = FALSE
var/locked = FALSE
var/broken = FALSE
var/large = TRUE
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/breakout_time = 2
var/lastbang
var/can_weld_shut = TRUE
var/horizontal = FALSE
var/allow_objects = FALSE
var/allow_dense = FALSE
var/dense_when_open = FALSE //if it's dense when open or not
var/max_mob_size = MOB_SIZE_HUMAN //Biggest mob_size accepted by the container
var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
var/cutting_tool = /obj/item/weapon/weldingtool
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/cutting_sound = 'sound/items/Welder.ogg'
var/material_drop = /obj/item/stack/sheet/metal
/obj/structure/closet/New()
..()
update_icon()
/obj/structure/closet/initialize()
..()
if(!opened) // if closed, any item at the crate's loc is put in the contents
take_contents()
/obj/structure/closet/Destroy()
dump_contents()
return ..()
/obj/structure/closet/update_icon()
cut_overlays()
if(!opened)
if(icon_door)
add_overlay("[icon_door]_door")
else
add_overlay("[icon_state]_door")
if(welded)
add_overlay("welded")
if(secure)
if(!broken)
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
else
add_overlay("off")
else
if(icon_door_override)
add_overlay("[icon_door]_open")
else
add_overlay("[icon_state]_open")
/obj/structure/closet/examine(mob/user)
..()
if(broken)
user << "<span class='notice'>It appears to be broken.</span>"
else if(secure && !opened)
user << "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>"
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0 || wall_mounted)
return 1
return !density
/obj/structure/closet/proc/can_open(mob/living/user)
if(welded || locked)
return 0
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
if(user)
user << "<span class='danger'>There's something large on top of [src], preventing it from opening.</span>" //you... think? there's something standing on it ffs
return 0
return 1
/obj/structure/closet/proc/can_close(mob/living/user)
var/turf/T = get_turf(src)
for(var/obj/structure/closet/closet in T)
if(closet != src && !closet.wall_mounted)
return 0
for(var/mob/living/L in T)
if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
if(user)
user << "<span class='danger'>There's something too large in [src], preventing it from closing.</span>"
return 0
return 1
/obj/structure/closet/proc/dump_contents()
var/turf/T = get_turf(src)
for(var/atom/movable/AM in src)
AM.forceMove(T)
if(throwing) // you keep some momentum when getting out of a thrown closet
step(AM, dir)
if(throwing)
throwing = 0
/obj/structure/closet/proc/take_contents()
var/turf/T = get_turf(src)
for(var/atom/movable/AM in T)
if(insert(AM) == -1) // limit reached
break
/obj/structure/closet/proc/open(mob/living/user)
if(opened || !can_open(user))
return
playsound(loc, open_sound, 15, 1, -3)
opened = 1
if(!dense_when_open)
density = 0
climb_time *= 0.5 //it's faster to climb onto an open thing
dump_contents()
update_icon()
return 1
/obj/structure/closet/proc/insert(atom/movable/AM)
if(contents.len >= storage_capacity)
return -1
if(ismob(AM))
if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
return
var/mob/living/L = AM
if(L.anchored || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
return
if(L.mob_size > MOB_SIZE_TINY) // Tiny mobs are treated as items.
if(horizontal && L.density)
return
if(L.mob_size > max_mob_size)
return
var/mobs_stored = 0
for(var/mob/living/M in contents)
if(++mobs_stored >= mob_storage_capacity)
return
L.stop_pulling()
else if(istype(AM, /obj/structure/closet))
return
else if(isobj(AM))
if(!allow_objects && !istype(AM, /obj/item) && !istype(AM, /obj/effect/dummy/chameleon))
return
if(!allow_dense && AM.density)
return
if(AM.anchored || AM.has_buckled_mobs() || (AM.flags & NODROP))
return
else
return
AM.forceMove(src)
if(AM.pulledby)
AM.pulledby.stop_pulling()
return 1
/obj/structure/closet/proc/close(mob/living/user)
if(!opened || !can_close(user))
return 0
take_contents()
playsound(loc, close_sound, 15, 1, -3)
climb_time = initial(climb_time)
opened = 0
density = 1
update_icon()
return 1
/obj/structure/closet/proc/toggle(mob/living/user)
if(opened)
return close(user)
else
return open(user)
/obj/structure/closet/ex_act(severity, target)
contents_explosion(severity, target)
if(loc && ispath(material_drop) && !(flags & NODECONSTRUCT))
new material_drop(loc)
qdel(src)
..()
/obj/structure/closet/bullet_act(obj/item/projectile/P)
..()
if(P.damage_type == BRUTE || P.damage_type == BURN)
health -= P.damage
if(health <= 0)
qdel(src)
/obj/structure/closet/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] destroys \the [src].</span>")
qdel(src)
/obj/structure/closet/blob_act(obj/effect/blob/B)
if(prob(75))
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W, mob/user, params)
if(user in src)
return
if(opened)
if(istype(W, cutting_tool))
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0, user))
return
user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
playsound(loc, cutting_sound, 40, 1)
if(do_after(user, 40/WT.toolspeed, 1, target = src))
if(!opened || !WT.isOn())
return
playsound(loc, cutting_sound, 50, 1)
visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
"<span class='notice'>You cut \the [src] apart with \the [WT].</span>",
"<span class='italics'>You hear welding.</span>")
var/turf/T = get_turf(src)
new material_drop(T)
qdel(src)
return 0
else if(user.drop_item())
W.forceMove(loc)
return 1
else if(istype(W, /obj/item/weapon/weldingtool) && can_weld_shut)
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0, user))
return
user << "<span class='notice'>You begin [welded ? "unwelding":"welding"] \the [src]...</span>"
playsound(loc, 'sound/items/Welder2.ogg', 40, 1)
if(do_after(user, 40/WT.toolspeed, 1, target = src))
if(opened || !WT.isOn())
return
playsound(loc, 'sound/items/welder.ogg', 50, 1)
welded = !welded
visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unweldeds"] \the [src].</span>",
"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [WT].</span>",
"<span class='italics'>You hear welding.</span>")
update_icon()
else if(user.a_intent != "harm" && !(W.flags & NOBLUDGEON))
if(W.GetID() || !toggle(user))
togglelock(user)
return 1
else
return ..()
/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
if(!istype(O) || O.anchored || istype(O, /obj/screen))
return
if(!istype(user) || user.incapacitated() || user.lying)
return
if(!Adjacent(user) || !user.Adjacent(O))
return
if(user == O) //try to climb onto it
return ..()
if(!opened)
return
if(!isturf(O.loc))
return
var/actuallyismob = 0
if(isliving(O))
actuallyismob = 1
else if(!istype(O, /obj/item))
return
var/turf/T = get_turf(src)
var/list/targets = list(O, src)
add_fingerprint(user)
user.visible_message("<span class='warning'>[user] [actuallyismob ? "tries to ":""]stuff [O] into [src].</span>", \
"<span class='warning'>You [actuallyismob ? "try to ":""]stuff [O] into [src].</span>", \
"<span class='italics'>You hear clanging.</span>")
if(actuallyismob)
if(do_after_mob(user, targets, 40))
user.visible_message("<span class='notice'>[user] stuffs [O] into [src].</span>", \
"<span class='notice'>You stuff [O] into [src].</span>", \
"<span class='italics'>You hear a loud metal bang.</span>")
var/mob/living/L = O
if(!issilicon(L))
L.Weaken(2)
O.forceMove(T)
close()
else
O.forceMove(T)
return 1
/obj/structure/closet/relaymove(mob/user)
if(user.stat || !isturf(loc) || !isliving(user))
return
var/mob/living/L = user
if(!open())
if(L.last_special <= world.time)
container_resist(L)
if(world.time > lastbang+5)
lastbang = world.time
for(var/mob/M in get_hearers_in_view(src, null))
M.show_message("<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>", 2)
/obj/structure/closet/attack_hand(mob/user)
..()
if(user.lying && get_dist(src, user) > 0)
return
if(!toggle(user))
togglelock(user)
return
/obj/structure/closet/attack_alien(mob/living/user)
return attack_hand(user)
// tk grab then use on self
/obj/structure/closet/attack_self_tk(mob/user)
return attack_hand(user)
/obj/structure/closet/verb/verb_toggleopen()
set src in oview(1)
set category = "Object"
set name = "Toggle Open"
if(!usr.canmove || usr.stat || usr.restrained())
return
if(iscarbon(usr) || issilicon(usr))
attack_hand(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
// Objects that try to exit a locker by stepping were doing so successfully,
// and due to an oversight in turf/Enter() were going through walls. That
// should be independently resolved, but this is also an interesting twist.
/obj/structure/closet/Exit(atom/movable/AM)
open()
if(AM.loc == src)
return 0
return 1
/obj/structure/closet/container_resist(mob/living/user)
if(opened)
return
if(istype(loc, /atom/movable))
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
var/atom/movable/AM = loc
AM.relay_container_resist(user, src)
return
if(!welded && !locked)
open()
return
//okay, so the closet is either welded or locked... resist!!!
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user << "<span class='notice'>You lean on the back of [src] and start pushing the door open.</span>"
visible_message("<span class='warning'>[src] begins to shake violently!</span>")
if(do_after(user,(breakout_time * 60 * 10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
welded = 0 //applies to all lockers lockers
locked = 0 //applies to critter crates and secure lockers only
broken = 1 //applies to secure lockers only
user.visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>",
"<span class='notice'>You successfully break out of [src]!</span>")
open()
else
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
user << "<span class='warning'>You fail to break out of [src]!</span>"
/obj/structure/closet/AltClick(mob/user)
..()
if(!user.canUseTopic(src, be_close=TRUE))
user << "<span class='warning'>You can't do that right now!</span>"
return
if(opened || !secure)
return
else
togglelock(user)
/obj/structure/closet/proc/togglelock(mob/living/user)
if(secure && !broken)
if(allowed(user))
add_fingerprint(user)
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
else
user << "<span class='notice'>Access Denied</span>"
else if(secure && broken)
user << "<span class='warning'>\The [src] is broken!</span>"
/obj/structure/closet/emag_act(mob/user)
if(secure && !broken)
user.visible_message("<span class='warning'>Sparks fly from [src]!</span>",
"<span class='warning'>You scramble [src]'s lock, breaking it open!</span>",
"<span class='italics'>You hear a faint electrical spark.</span>")
playsound(src.loc, 'sound/effects/sparks4.ogg', 50, 1)
broken = 1
locked = 0
update_icon()
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
/obj/structure/closet/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(secure && !broken)
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
..()
@@ -0,0 +1,69 @@
/obj/structure/closet/cardboard
name = "large cardboard box"
desc = "Just a box..."
icon_state = "cardboard"
health = 10
mob_storage_capacity = 1
burn_state = FLAMMABLE
burntime = 20
can_weld_shut = 0
cutting_tool = /obj/item/weapon/wirecutters
open_sound = 'sound/effects/rustle2.ogg'
cutting_sound = 'sound/items/poster_ripped.ogg'
material_drop = /obj/item/stack/sheet/cardboard
var/move_speed_multiplier = 1
var/move_delay = 0
var/egged = 0
/obj/structure/closet/cardboard/relaymove(mob/user, direction)
if(opened || move_delay || user.stat || user.stunned || user.weakened || user.paralysis || !isturf(loc) || !has_gravity(loc))
return
move_delay = 1
if(step(src, direction))
spawn(config.walk_speed*move_speed_multiplier)
move_delay = 0
else
move_delay = 0
/obj/structure/closet/cardboard/open()
if(opened || !can_open())
return 0
if(!egged)
var/mob/living/Snake = null
for(var/mob/living/L in src.contents)
Snake = L
break
if(Snake)
var/list/alerted = viewers(7,src)
if(alerted)
for(var/mob/living/L in alerted)
if(!L.stat)
L.do_alert_animation(L)
egged = 1
alerted << sound('sound/machines/chime.ogg')
..()
/mob/living/proc/do_alert_animation(atom/A)
var/image/I
I = image('icons/obj/closet.dmi', A, "cardboard_special", A.layer+1)
var/list/viewing = list()
for(var/mob/M in viewers(A))
if(M.client)
viewing |= M.client
flick_overlay(I,viewing,8)
I.alpha = 0
animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
/obj/structure/closet/cardboard/metal
name = "large metal box"
desc = "THE COWARDS! THE FOOLS!"
icon_state = "metalbox"
health = 500
mob_storage_capacity = 5
burn_state = FIRE_PROOF
move_speed_multiplier = 2
cutting_tool = /obj/item/weapon/weldingtool
open_sound = 'sound/machines/click.ogg'
cutting_sound = 'sound/items/Welder.ogg'
material_drop = /obj/item/stack/sheet/plasteel
@@ -0,0 +1,64 @@
/obj/structure/closet/athletic_mixed
name = "athletic wardrobe"
desc = "It's a storage unit for athletic wear."
icon_door = "mixed"
/obj/structure/closet/athletic_mixed/New()
..()
new /obj/item/clothing/under/shorts/purple(src)
new /obj/item/clothing/under/shorts/grey(src)
new /obj/item/clothing/under/shorts/black(src)
new /obj/item/clothing/under/shorts/red(src)
new /obj/item/clothing/under/shorts/blue(src)
new /obj/item/clothing/under/shorts/green(src)
/obj/structure/closet/boxinggloves
name = "boxing gloves"
desc = "It's a storage unit for gloves for use in the boxing ring."
/obj/structure/closet/boxinggloves/New()
..()
new /obj/item/clothing/gloves/boxing/blue(src)
new /obj/item/clothing/gloves/boxing/green(src)
new /obj/item/clothing/gloves/boxing/yellow(src)
new /obj/item/clothing/gloves/boxing(src)
/obj/structure/closet/masks
name = "mask closet"
desc = "IT'S A STORAGE UNIT FOR FIGHTER MASKS OLE!"
/obj/structure/closet/masks/New()
..()
new /obj/item/clothing/mask/luchador(src)
new /obj/item/clothing/mask/luchador/rudos(src)
new /obj/item/clothing/mask/luchador/tecnicos(src)
/obj/structure/closet/lasertag/red
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "red"
/obj/structure/closet/lasertag/red/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser/redtag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/head/helmet/redtaghelm(src)
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_door = "blue"
/obj/structure/closet/lasertag/blue/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser/bluetag(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/head/helmet/bluetaghelm(src)
@@ -0,0 +1,107 @@
/obj/structure/closet/cabinet
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet"
burn_state = FLAMMABLE
burntime = 20
/obj/structure/closet/acloset
name = "strange closet"
desc = "It looks alien!"
icon_state = "alien"
/obj/structure/closet/gimmick
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
icon_state = "syndicate"
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
/obj/structure/closet/gimmick/russian/New()
..()
for(var/i in 1 to 5)
new /obj/item/clothing/head/ushanka(src)
for(var/i in 1 to 5)
new /obj/item/clothing/under/soviet(src)
/obj/structure/closet/gimmick/tacticool
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
/obj/structure/closet/gimmick/tacticool/New()
..()
new /obj/item/clothing/glasses/eyepatch(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/gloves/combat(src)
new /obj/item/clothing/gloves/combat(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/clothing/shoes/combat/swat(src)
new /obj/item/clothing/shoes/combat/swat(src)
new /obj/item/clothing/suit/space/hardsuit/deathsquad(src)
new /obj/item/clothing/suit/space/hardsuit/deathsquad(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
/obj/structure/closet/thunderdome
name = "\improper Thunderdome closet"
desc = "Everything you need!"
anchored = 1
/obj/structure/closet/thunderdome/tdred
name = "red-team Thunderdome closet"
icon_door = "red"
/obj/structure/closet/thunderdome/tdred/New()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/tdome/red(src)
for(var/i in 1 to 3)
new /obj/item/weapon/melee/energy/sword/saber(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser(src)
for(var/i in 1 to 3)
new /obj/item/weapon/melee/baton/loaded(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/flashbangs(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/thunderdome/tdgreen
name = "green-team Thunderdome closet"
icon_door = "green"
/obj/structure/closet/thunderdome/tdgreen/New()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/tdome/green(src)
for(var/i in 1 to 3)
new /obj/item/weapon/melee/energy/sword/saber(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser(src)
for(var/i in 1 to 3)
new /obj/item/weapon/melee/baton/loaded(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/flashbangs(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/malf/suits
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
/obj/structure/closet/malf/suits/New()
..()
new /obj/item/weapon/tank/jetpack/void(src)
new /obj/item/clothing/mask/breath(src)
new /obj/item/clothing/head/helmet/space/nasavoid(src)
new /obj/item/clothing/suit/space/nasavoid(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/stock_parts/cell(src)
new /obj/item/device/multitool(src)
@@ -0,0 +1,366 @@
// Closets for specific jobs
/obj/structure/closet/gmcloset
name = "formal closet"
desc = "It's a storage unit for formal clothing."
icon_door = "black"
/obj/structure/closet/gmcloset/New()
..()
new /obj/item/clothing/head/that(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/weapon/reagent_containers/glass/rag(src)
new /obj/item/weapon/reagent_containers/glass/rag(src)
new /obj/item/weapon/storage/box/beanbag(src)
new /obj/item/clothing/suit/armor/vest/alt(src)
new /obj/item/clothing/glasses/sunglasses/reagent(src)
new /obj/item/weapon/storage/belt/bandolier(src)
/obj/structure/closet/chefcloset
name = "\proper chef's closet"
desc = "It's a storage unit for foodservice garments and mouse traps."
icon_door = "black"
/obj/structure/closet/chefcloset/New()
..()
new /obj/item/clothing/under/waiter(src)
new /obj/item/clothing/under/waiter(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/tie/waistcoat(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/apron/chef(src)
new /obj/item/clothing/head/soft/mime(src)
new /obj/item/clothing/head/soft/mime(src)
new /obj/item/weapon/storage/box/mousetraps(src)
new /obj/item/weapon/storage/box/mousetraps(src)
new /obj/item/clothing/suit/toggle/chef(src)
new /obj/item/clothing/under/rank/chef(src)
new /obj/item/clothing/head/chefhat(src)
new /obj/item/weapon/reagent_containers/glass/rag(src)
/obj/structure/closet/jcloset
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
icon_door = "mixed"
/obj/structure/closet/jcloset/New()
..()
new /obj/item/clothing/under/rank/janitor(src)
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/device/flashlight(src)
for(var/i in 1 to 3)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/holosign_creator(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/weapon/soap(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/watertank/janitor(src)
new /obj/item/weapon/storage/belt/janitor(src)
/obj/structure/closet/lawcloset
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
icon_door = "blue"
/obj/structure/closet/lawcloset/New()
..()
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/bluesuit(src)
new /obj/item/clothing/suit/toggle/lawyer(src)
new /obj/item/clothing/under/lawyer/purpsuit(src)
new /obj/item/clothing/suit/toggle/lawyer/purple(src)
new /obj/item/clothing/under/lawyer/blacksuit(src)
new /obj/item/clothing/suit/toggle/lawyer/black(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/shoes/laceup(src)
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
icon_door = "black"
/obj/structure/closet/wardrobe/chaplain_black/New()
..()
contents = list()
new /obj/item/clothing/under/rank/chaplain(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/suit/nun(src)
new /obj/item/clothing/head/nun_hood(src)
new /obj/item/clothing/suit/hooded/chaplain_hoodie(src)
new /obj/item/clothing/suit/holidaypriest(src)
new /obj/item/weapon/storage/backpack/cultpack (src)
new /obj/item/clothing/head/helmet/knight/templar(src)
new /obj/item/clothing/suit/armor/riot/knight/templar(src)
new /obj/item/weapon/storage/fancy/candle_box(src)
new /obj/item/weapon/storage/fancy/candle_box(src)
return
/obj/structure/closet/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
burn_state = FLAMMABLE
burntime = 20
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_door = "red"
/obj/structure/closet/wardrobe/red/New()
..()
contents = list()
new /obj/item/clothing/suit/hooded/wintercoat/security(src)
new /obj/item/weapon/storage/backpack/security(src)
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/weapon/storage/backpack/dufflebag/sec(src)
new /obj/item/weapon/storage/backpack/dufflebag/sec(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/security(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/jackboots(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/beret/sec(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/sec(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/red(src)
return
/obj/structure/closet/wardrobe/cargotech
name = "cargo wardrobe"
icon_door = "orange"
/obj/structure/closet/wardrobe/cargotech/New()
..()
contents = list()
new /obj/item/clothing/suit/hooded/wintercoat/cargo(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/cargotech(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
for(var/i in 1 to 3)
new /obj/item/clothing/gloves/fingerless(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft(src)
new /obj/item/device/radio/headset/headset_cargo(src)
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "atmospherics wardrobe"
icon_door = "atmos_wardrobe"
/obj/structure/closet/wardrobe/atmospherics_yellow/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/dufflebag/engineering(src)
new /obj/item/weapon/storage/backpack/satchel_eng(src)
new /obj/item/weapon/storage/backpack/industrial(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/hooded/wintercoat/engineering/atmos(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
return
/obj/structure/closet/wardrobe/engineering_yellow
name = "engineering wardrobe"
icon_door = "yellow"
/obj/structure/closet/wardrobe/engineering_yellow/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/dufflebag/engineering(src)
new /obj/item/weapon/storage/backpack/industrial(src)
new /obj/item/weapon/storage/backpack/satchel_eng(src)
new /obj/item/clothing/suit/hooded/wintercoat/engineering(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/engineer(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/hazardvest(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/workboots(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/hardhat(src)
return
/obj/structure/closet/wardrobe/white/medical
name = "medical doctor's wardrobe"
/obj/structure/closet/wardrobe/white/medical/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/dufflebag/med(src)
new /obj/item/weapon/storage/backpack/medic(src)
new /obj/item/weapon/storage/backpack/satchel_med(src)
new /obj/item/clothing/suit/hooded/wintercoat/medical(src)
new /obj/item/clothing/under/rank/nursesuit (src)
new /obj/item/clothing/head/nursehat (src)
new /obj/item/clothing/under/rank/medical/blue(src)
new /obj/item/clothing/under/rank/medical/green(src)
new /obj/item/clothing/under/rank/medical/purple(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/suit/toggle/labcoat/emt(src)
new /obj/item/clothing/suit/toggle/labcoat/emt(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/emt(src)
return
/obj/structure/closet/wardrobe/robotics_black
name = "robotics wardrobe"
icon_door = "black"
/obj/structure/closet/wardrobe/robotics_black/New()
..()
contents = list()
new /obj/item/clothing/glasses/hud/diagnostic(src)
new /obj/item/clothing/glasses/hud/diagnostic(src)
new /obj/item/clothing/under/rank/roboticist(src)
new /obj/item/clothing/under/rank/roboticist(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/gloves/fingerless(src)
new /obj/item/clothing/gloves/fingerless(src)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/head/soft/black(src)
if(prob(40))
new /obj/item/clothing/mask/bandana/skull(src)
if(prob(40))
new /obj/item/clothing/mask/bandana/skull(src)
return
/obj/structure/closet/wardrobe/chemistry_white
name = "chemistry wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/chemistry_white/New()
..()
contents = list()
new /obj/item/clothing/under/rank/chemist(src)
new /obj/item/clothing/under/rank/chemist(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/suit/toggle/labcoat/chemist(src)
new /obj/item/clothing/suit/toggle/labcoat/chemist(src)
new /obj/item/weapon/storage/backpack/chemistry(src)
new /obj/item/weapon/storage/backpack/chemistry(src)
new /obj/item/weapon/storage/backpack/satchel_chem(src)
new /obj/item/weapon/storage/backpack/satchel_chem(src)
new /obj/item/weapon/storage/bag/chemistry(src)
new /obj/item/weapon/storage/bag/chemistry(src)
return
/obj/structure/closet/wardrobe/genetics_white
name = "genetics wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/genetics_white/New()
..()
contents = list()
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/suit/toggle/labcoat/genetics(src)
new /obj/item/clothing/suit/toggle/labcoat/genetics(src)
new /obj/item/weapon/storage/backpack/genetics(src)
new /obj/item/weapon/storage/backpack/genetics(src)
new /obj/item/weapon/storage/backpack/satchel_gen(src)
new /obj/item/weapon/storage/backpack/satchel_gen(src)
return
/obj/structure/closet/wardrobe/virology_white
name = "virology wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/virology_white/New()
..()
contents = list()
new /obj/item/clothing/under/rank/virologist(src)
new /obj/item/clothing/under/rank/virologist(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/clothing/suit/toggle/labcoat/virologist(src)
new /obj/item/clothing/suit/toggle/labcoat/virologist(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/weapon/storage/backpack/virology(src)
new /obj/item/weapon/storage/backpack/virology(src)
new /obj/item/weapon/storage/backpack/satchel_vir(src)
new /obj/item/weapon/storage/backpack/satchel_vir(src)
return
/obj/structure/closet/wardrobe/science_white
name = "science wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/science_white/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/science(src)
new /obj/item/weapon/storage/backpack/science(src)
new /obj/item/weapon/storage/backpack/satchel_tox(src)
new /obj/item/weapon/storage/backpack/satchel_tox(src)
new /obj/item/clothing/suit/hooded/wintercoat/science(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/scientist(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/toggle/labcoat/science(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/white(src)
new /obj/item/device/radio/headset/headset_sci(src)
new /obj/item/device/radio/headset/headset_sci(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/gas(src)
return
/obj/structure/closet/wardrobe/botanist
name = "botanist wardrobe"
icon_door = "green"
/obj/structure/closet/wardrobe/botanist/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/botany(src)
new /obj/item/weapon/storage/backpack/botany(src)
new /obj/item/weapon/storage/backpack/satchel_hyd(src)
new /obj/item/weapon/storage/backpack/satchel_hyd(src)
new /obj/item/clothing/suit/hooded/wintercoat/hydro(src)
new /obj/item/clothing/suit/apron(src)
new /obj/item/clothing/suit/apron(src)
new /obj/item/clothing/suit/apron/overalls(src)
new /obj/item/clothing/suit/apron/overalls(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/hydroponics(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/bandana(src)
@@ -0,0 +1,53 @@
/obj/structure/closet/l3closet
name = "level-3 biohazard gear closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
/obj/structure/closet/l3closet/New()
..()
new /obj/item/weapon/storage/bag/bio( src )
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/head/bio_hood/general( src )
/obj/structure/closet/l3closet/virology
icon_state = "bio_viro"
/obj/structure/closet/l3closet/virology/New()
..()
contents = list()
new /obj/item/weapon/storage/bag/bio( src )
new /obj/item/clothing/suit/bio_suit/virology( src )
new /obj/item/clothing/head/bio_hood/virology( src )
/obj/structure/closet/l3closet/security
icon_state = "bio_sec"
/obj/structure/closet/l3closet/security/New()
..()
contents = list()
new /obj/item/clothing/suit/bio_suit/security( src )
new /obj/item/clothing/head/bio_hood/security( src )
/obj/structure/closet/l3closet/janitor
icon_state = "bio_jan"
/obj/structure/closet/l3closet/janitor/New()
..()
contents = list()
new /obj/item/clothing/suit/bio_suit/janitor( src )
new /obj/item/clothing/head/bio_hood/janitor( src )
/obj/structure/closet/l3closet/scientist
icon_state = "bio_viro"
/obj/structure/closet/l3closet/scientist/New()
..()
contents = list()
new /obj/item/weapon/storage/bag/bio( src )
new /obj/item/clothing/suit/bio_suit/scientist( src )
new /obj/item/clothing/head/bio_hood/scientist( src )
@@ -0,0 +1,11 @@
/obj/structure/closet/secure_closet/bar
name = "booze storage"
req_access = list(access_bar)
icon_state = "cabinet"
burn_state = FLAMMABLE
burntime = 20
/obj/structure/closet/secure_closet/bar/New()
..()
for(var/i in 1 to 10)
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
@@ -0,0 +1,19 @@
/obj/structure/closet/secure_closet/quartermaster
name = "\proper quartermaster's locker"
req_access = list(access_qm)
icon_state = "qm"
/obj/structure/closet/secure_closet/quartermaster/New()
..()
new /obj/item/clothing/suit/cloak/qm(src)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/gloves/fingerless(src)
new /obj/item/device/megaphone/cargo(src)
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/head/soft(src)
new /obj/item/device/export_scanner(src)
new /obj/item/weapon/door_remote/quartermaster(src)
@@ -0,0 +1,93 @@
/obj/structure/closet/secure_closet/engineering_chief
name = "\proper chief engineer's locker"
req_access = list(access_ce)
icon_state = "ce"
/obj/structure/closet/secure_closet/engineering_chief/New()
..()
new /obj/item/clothing/suit/cloak/ce(src)
new /obj/item/clothing/under/rank/chief_engineer(src)
new /obj/item/clothing/head/hardhat/white(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/hardsuit_jetpack(src)
new /obj/item/weapon/cartridge/ce(src)
new /obj/item/device/radio/headset/heads/ce(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/clothing/suit/hazardvest(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/weapon/storage/box/permits(src)
new /obj/item/areaeditor/blueprints(src)
new /obj/item/weapon/airlock_painter(src)
new /obj/item/weapon/holosign_creator/engineering(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/multitool(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/weapon/door_remote/chief_engineer(src)
new /obj/item/weapon/pipe_dispenser(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
req_access = list(access_engine_equip)
icon_state = "eng"
icon_door = "eng_elec"
/obj/structure/closet/secure_closet/engineering_electrical/New()
..()
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/clothing/gloves/color/yellow(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/toolbox/electrical(src)
for(var/i in 1 to 3)
new /obj/item/weapon/electronics/apc(src)
for(var/i in 1 to 3)
new /obj/item/device/multitool(src)
/obj/structure/closet/secure_closet/engineering_welding
name = "welding supplies locker"
req_access = list(access_engine_equip)
icon_state = "eng"
icon_door = "eng_weld"
/obj/structure/closet/secure_closet/engineering_welding/New()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/head/welding(src)
for(var/i in 1 to 3)
new /obj/item/weapon/weldingtool/largetank(src)
/obj/structure/closet/secure_closet/engineering_personal
name = "engineer's locker"
req_access = list(access_engine_equip)
icon_state = "eng_secure"
/obj/structure/closet/secure_closet/engineering_personal/New()
..()
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/weapon/tank/internals/emergency_oxygen/engi(src)
new /obj/item/weapon/holosign_creator/engineering(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/weapon/storage/box/emptysandbags(src)
/obj/structure/closet/secure_closet/atmospherics
name = "\proper atmospheric technician's locker"
req_access = list(access_atmospherics)
icon_state = "atmos"
/obj/structure/closet/secure_closet/atmospherics/New()
..()
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/weapon/pipe_dispenser(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/weapon/tank/internals/emergency_oxygen/engi(src)
new /obj/item/device/analyzer(src)
new /obj/item/weapon/holosign_creator/engineering(src)
new /obj/item/weapon/watertank/atmos(src)
new /obj/item/clothing/suit/fire/atmos(src)
new /obj/item/clothing/head/hardhat/atmos(src)
new /obj/item/clothing/glasses/meson/engine/tray(src)
@@ -0,0 +1,72 @@
/obj/structure/closet/secure_closet/freezer
icon_state = "freezer"
/obj/structure/closet/secure_closet/freezer/kitchen
name = "kitchen Cabinet"
req_access = list(access_kitchen)
/obj/structure/closet/secure_closet/freezer/kitchen/New()
..()
for(var/i = 0, i < 3, i++)
new /obj/item/weapon/reagent_containers/food/condiment/flour(src)
new /obj/item/weapon/reagent_containers/food/condiment/rice(src)
new /obj/item/weapon/reagent_containers/food/condiment/sugar(src)
/obj/structure/closet/secure_closet/freezer/kitchen/maintenance
name = "maintenance refrigerator"
desc = "This refrigerator looks quite dusty, is there anything edible still inside?"
req_access = list()
/obj/structure/closet/secure_closet/freezer/kitchen/maintenance/New()
..()
for(var/i = 0, i < 5, i++)
new /obj/item/weapon/reagent_containers/food/condiment/milk(src)
for(var/i = 0, i < 5, i++)
new /obj/item/weapon/reagent_containers/food/condiment/soymilk(src)
for(var/i = 0, i < 2, i++)
new /obj/item/weapon/storage/fancy/egg_box(src)
/obj/structure/closet/secure_closet/freezer/kitchen/mining
req_access = list()
/obj/structure/closet/secure_closet/freezer/meat
name = "meat fridge"
/obj/structure/closet/secure_closet/freezer/meat/New()
..()
for(var/i = 0, i < 4, i++)
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/monkey(src)
/obj/structure/closet/secure_closet/freezer/fridge
name = "refrigerator"
/obj/structure/closet/secure_closet/freezer/fridge/New()
..()
for(var/i = 0, i < 5, i++)
new /obj/item/weapon/reagent_containers/food/condiment/milk(src)
for(var/i = 0, i < 5, i++)
new /obj/item/weapon/reagent_containers/food/condiment/soymilk(src)
for(var/i = 0, i < 2, i++)
new /obj/item/weapon/storage/fancy/egg_box(src)
/obj/structure/closet/secure_closet/freezer/money
name = "freezer"
desc = "This contains cold hard cash."
req_access = list(access_heads_vault)
/obj/structure/closet/secure_closet/freezer/money/New()
..()
for(var/i = 0, i < 3, i++)
new /obj/item/stack/spacecash/c1000(src)
for(var/i = 0, i < 5, i++)
new /obj/item/stack/spacecash/c500(src)
for(var/i = 0, i < 6, i++)
new /obj/item/stack/spacecash/c200(src)
/obj/structure/closet/secure_closet/freezer/cream_pie
name = "cream pie closet"
desc = "Contains pies filled with cream and/or custard, you sickos."
req_access = list(access_theatre)
/obj/structure/closet/secure_closet/freezer/pie/New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/pie/cream(src)
@@ -0,0 +1,13 @@
/obj/structure/closet/secure_closet/hydroponics
name = "botanist's locker"
req_access = list(access_hydroponics)
icon_state = "hydro"
/obj/structure/closet/secure_closet/hydroponics/New()
..()
new /obj/item/weapon/storage/bag/plants/portaseeder(src)
new /obj/item/device/plant_analyzer(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/weapon/cultivator(src)
new /obj/item/weapon/hatchet(src)
new /obj/item/weapon/storage/box/disks_plantgene(src)
@@ -0,0 +1,93 @@
/obj/structure/closet/secure_closet/medical1
name = "medicine closet"
desc = "Filled to the brim with medical junk."
icon_state = "med"
req_access = list(access_medical)
/obj/structure/closet/secure_closet/medical1/New()
..()
new /obj/item/weapon/reagent_containers/glass/beaker(src)
new /obj/item/weapon/reagent_containers/glass/beaker(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/storage/belt/medical(src)
new /obj/item/weapon/storage/box/syringes(src)
new /obj/item/weapon/reagent_containers/glass/bottle/toxin(src)
new /obj/item/weapon/reagent_containers/glass/bottle/morphine(src)
new /obj/item/weapon/reagent_containers/glass/bottle/morphine(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/glass/bottle/epinephrine(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/glass/bottle/charcoal(src)
new /obj/item/weapon/storage/box/rxglasses(src)
/obj/structure/closet/secure_closet/medical2
name = "anesthetic closet"
desc = "Used to knock people out."
req_access = list(access_surgery)
/obj/structure/closet/secure_closet/medical2/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/tank/internals/anesthetic(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/breath/medical(src)
/obj/structure/closet/secure_closet/medical3
name = "medical doctor's locker"
req_access = list(access_surgery)
icon_state = "med_secure"
/obj/structure/closet/secure_closet/medical3/New()
..()
new /obj/item/device/radio/headset/headset_med(src)
new /obj/item/weapon/defibrillator/loaded(src)
new /obj/item/clothing/gloves/color/latex/nitrile(src)
new /obj/item/weapon/storage/belt/medical(src)
new /obj/item/clothing/glasses/hud/health(src)
return
/obj/structure/closet/secure_closet/CMO
name = "\proper chief medical officer's locker"
req_access = list(access_cmo)
icon_state = "cmo"
/obj/structure/closet/secure_closet/CMO/New()
..()
new /obj/item/clothing/suit/cloak/cmo(src)
new /obj/item/weapon/storage/backpack/dufflebag/med(src)
new /obj/item/clothing/suit/bio_suit/cmo(src)
new /obj/item/clothing/head/bio_hood/cmo(src)
new /obj/item/clothing/suit/toggle/labcoat/cmo(src)
new /obj/item/clothing/under/rank/chief_medical_officer(src)
new /obj/item/clothing/shoes/sneakers/brown (src)
new /obj/item/weapon/cartridge/cmo(src)
new /obj/item/device/radio/headset/heads/cmo(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/weapon/defibrillator/compact/loaded(src)
new /obj/item/clothing/gloves/color/latex/nitrile(src)
new /obj/item/weapon/storage/belt/medical(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/weapon/reagent_containers/hypospray/CMO(src)
new /obj/item/device/autoimplanter/cmo(src)
new /obj/item/weapon/door_remote/chief_medical_officer(src)
/obj/structure/closet/secure_closet/animal
name = "animal control"
req_access = list(access_surgery)
/obj/structure/closet/secure_closet/animal/New()
..()
new /obj/item/device/assembly/signaler(src)
for(var/i in 1 to 3)
new /obj/item/device/electropack(src)
/obj/structure/closet/secure_closet/chemical
name = "chemical closet"
desc = "Store dangerous chemicals in here."
icon_door = "chemical"
/obj/structure/closet/secure_closet/chemical/New()
..()
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/pillbottles(src)
@@ -0,0 +1,67 @@
/obj/structure/closet/secure_closet/ertCom
name = "commander's closet"
desc = "Emergency Response Team equipment locker."
req_access = list(access_cent_captain)
icon_state = "cap"
/obj/structure/closet/secure_closet/ertCom/New()
..()
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/device/aicard(src)
new /obj/item/device/assembly/flash/handheld(src)
if(prob(50))
new /obj/item/ammo_box/magazine/m50(src)
new /obj/item/ammo_box/magazine/m50(src)
new /obj/item/weapon/gun/projectile/automatic/pistol/deagle(src)
else
new /obj/item/ammo_box/a357(src)
new /obj/item/ammo_box/a357(src)
new /obj/item/weapon/gun/projectile/revolver/mateba(src)
/obj/structure/closet/secure_closet/ertSec
name = "security closet"
desc = "Emergency Response Team equipment locker."
req_access = list(access_cent_specops)
icon_state = "hos"
/obj/structure/closet/secure_closet/ertSec/New()
..()
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/teargas(src)
new /obj/item/weapon/storage/box/flashes(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/shield/riot/tele(src)
/obj/structure/closet/secure_closet/ertMed
name = "medical closet"
desc = "Emergency Response Team equipment locker."
req_access = list(access_cent_medical)
icon_state = "cmo"
/obj/structure/closet/secure_closet/ertMed/New()
..()
new /obj/item/weapon/storage/firstaid/o2(src)
new /obj/item/weapon/storage/firstaid/toxin(src)
new /obj/item/weapon/storage/firstaid/fire(src)
new /obj/item/weapon/storage/firstaid/brute(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/weapon/defibrillator/compact/combat/loaded(src)
new /mob/living/simple_animal/bot/medbot(src)
/obj/structure/closet/secure_closet/ertEngi
name = "engineer closet"
desc = "Emergency Response Team equipment locker."
req_access = list(access_cent_storage)
icon_state = "ce"
/obj/structure/closet/secure_closet/ertEngi/New()
..()
new /obj/item/stack/sheet/plasteel(src, 50)
new /obj/item/stack/sheet/metal(src, 50)
new /obj/item/stack/sheet/glass(src, 50)
new /obj/item/stack/sheet/mineral/sandbags(src, 30)
new /obj/item/clothing/shoes/magboots(src)
new /obj/item/weapon/storage/box/metalfoam(src)
for(var/i in 1 to 3)
new /obj/item/weapon/rcd_ammo/large(src)
@@ -0,0 +1,56 @@
/obj/structure/closet/secure_closet/personal
desc = "It's a secure locker for personnel. The first card swiped gains control."
name = "personal closet"
req_access = list(access_all_personal_lockers)
var/registered_name = null
/obj/structure/closet/secure_closet/personal/New()
..()
if(prob(50))
new /obj/item/weapon/storage/backpack/dufflebag(src)
if(prob(50))
new /obj/item/weapon/storage/backpack(src)
else
new /obj/item/weapon/storage/backpack/satchel_norm(src)
new /obj/item/device/radio/headset( src )
/obj/structure/closet/secure_closet/personal/patient
name = "patient's closet"
/obj/structure/closet/secure_closet/personal/patient/New()
..()
contents.Cut()
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/shoes/sneakers/white( src )
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinet"
burn_state = FLAMMABLE
burntime = 20
/obj/structure/closet/secure_closet/personal/cabinet/New()
..()
contents = list()
new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
new /obj/item/device/radio/headset( src )
/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
var/obj/item/weapon/card/id/I = W.GetID()
if(istype(I))
if(broken)
user << "<span class='danger'>It appears to be broken.</span>"
return
if(!I || !I.registered_name)
return
if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
//they can open all lockers, or nobody owns this, or they own this locker
locked = !locked
update_icon()
if(!registered_name)
registered_name = I.registered_name
desc = "Owned by [I.registered_name]."
else
user << "<span class='danger'>Access Denied.</span>"
else
return ..()
@@ -0,0 +1,26 @@
/obj/structure/closet/secure_closet/RD
name = "\proper research director's locker"
req_access = list(access_rd)
icon_state = "rd"
/obj/structure/closet/secure_closet/RD/New()
..()
new /obj/item/clothing/suit/cloak/rd(src)
new /obj/item/clothing/suit/bio_suit/scientist(src)
new /obj/item/clothing/head/bio_hood/scientist(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/under/rank/research_director(src)
new /obj/item/clothing/under/rank/research_director/alt(src)
new /obj/item/clothing/under/rank/research_director/turtleneck(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/cartridge/rd(src)
new /obj/item/clothing/gloves/color/latex(src)
new /obj/item/device/radio/headset/heads/rd(src)
new /obj/item/weapon/tank/internals/air(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/clothing/suit/armor/reactive/teleport(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/device/laser_pointer(src)
new /obj/item/weapon/door_remote/research_director(src)
new /obj/item/weapon/storage/box/firingpins(src)
@@ -0,0 +1,7 @@
/obj/structure/closet/secure_closet
name = "secure locker"
desc = "It's a card-locked storage unit."
locked = 1
icon_state = "secure"
health = 200
secure = 1
@@ -0,0 +1,279 @@
/obj/structure/closet/secure_closet/captains
name = "\proper captain's locker"
req_access = list(access_captain)
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/New()
..()
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
if(prob(50))
new /obj/item/weapon/storage/backpack/captain(src)
else
new /obj/item/weapon/storage/backpack/satchel_cap(src)
new /obj/item/clothing/suit/cloak/cap(src)
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/silver_ids(src)
new /obj/item/device/radio/headset/heads/captain/alt(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/door_remote/captain(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
req_access = list(access_hop)
icon_state = "hop"
/obj/structure/closet/secure_closet/hop/New()
..()
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/clothing/suit/armor/vest/alt(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/tie/petcollar(src)
new /obj/item/weapon/door_remote/civillian(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
req_access = list(access_hos)
icon_state = "hos"
/obj/structure/closet/secure_closet/hos/New()
..()
new /obj/item/clothing/suit/cloak/hos(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/under/hosparadefem(src)
new /obj/item/clothing/under/hosparademale(src)
new /obj/item/clothing/suit/armor/vest/leather(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/under/rank/head_of_security/alt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
new /obj/item/device/megaphone/sec(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/shield/riot/tele(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/weapon/gun/energy/gun/hos(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/pinpointer(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(access_armory)
icon_state = "warden"
/obj/structure/closet/secure_closet/warden/New()
..()
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/head/beret/sec/navywarden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/under/rank/warden/navyblue(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/weapon/storage/box/zipties(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/clothing/gloves/color/black/krav_maga/sec(src)
new /obj/item/weapon/door_remote/head_of_security(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(access_security)
icon_state = "sec"
/obj/structure/closet/secure_closet/security/New()
..()
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet/sec(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/device/flashlight/seclite(src)
/obj/structure/closet/secure_closet/security/sec
/obj/structure/closet/secure_closet/security/sec/New()
..()
new /obj/item/weapon/storage/belt/security/full(src)
/obj/structure/closet/secure_closet/security/cargo
/obj/structure/closet/secure_closet/security/cargo/New()
..()
new /obj/item/clothing/tie/armband/cargo(src)
new /obj/item/device/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/New()
..()
new /obj/item/clothing/tie/armband/engine(src)
new /obj/item/device/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/New()
..()
new /obj/item/clothing/tie/armband/science(src)
new /obj/item/device/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/New()
..()
new /obj/item/clothing/tie/armband/medblue(src)
new /obj/item/device/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "\proper detective's cabinet"
req_access = list(access_forensics_lockers)
icon_state = "cabinet"
burn_state = FLAMMABLE
burntime = 20
/obj/structure/closet/secure_closet/detective/New()
..()
new /obj/item/clothing/under/rank/det(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/under/rank/det/grey(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/suit/det_suit/grey(src)
new /obj/item/clothing/head/fedora(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/ammo_box/c38(src)
new /obj/item/ammo_box/c38(src)
new /obj/item/weapon/storage/belt/holster(src)
new /obj/item/weapon/gun/projectile/revolver/detective(src)
/obj/structure/closet/secure_closet/injection
name = "lethal injections"
req_access = list(access_hos)
/obj/structure/closet/secure_closet/injection/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
/obj/structure/closet/secure_closet/brig
name = "brig locker"
req_access = list(access_brig)
anchored = 1
var/id = null
/obj/structure/closet/secure_closet/brig/New()
..()
new /obj/item/clothing/under/rank/prisoner( src )
new /obj/item/clothing/shoes/sneakers/orange( src )
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(access_court)
/obj/structure/closet/secure_closet/courtroom/New()
..()
new /obj/item/clothing/shoes/sneakers/brown(src)
for(var/i in 1 to 3)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/pen (src)
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/weapon/storage/briefcase(src)
/obj/structure/closet/secure_closet/armory1
name = "armory armor locker"
req_access = list(access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory1/New()
..()
new /obj/item/clothing/suit/armor/laserproof(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/riot(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/riot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/shield/riot(src)
/obj/structure/closet/secure_closet/armory2
name = "armory ballistics locker"
req_access = list(access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory2/New()
..()
new /obj/item/weapon/storage/box/firingpins(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/rubbershot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/projectile/shotgun/riot(src)
/obj/structure/closet/secure_closet/armory3
name = "armory energy gun locker"
req_access = list(access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory3/New()
..()
new /obj/item/weapon/storage/box/firingpins(src)
new /obj/item/weapon/gun/energy/ionrifle(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/gun(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser(src)
/obj/structure/closet/secure_closet/tac
name = "armory tac locker"
req_access = list(access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/tac/New()
..()
new /obj/item/weapon/gun/projectile/automatic/wt550(src)
new /obj/item/clothing/head/helmet/alt(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/suit/armor/bulletproof(src)
/obj/structure/closet/secure_closet/lethalshots
name = "shotgun lethal rounds"
req_access = list(access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/lethalshots/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/lethalshot(src)
@@ -0,0 +1,162 @@
/obj/structure/closet/statue
name = "statue"
desc = "An incredibly lifelike marble carving."
icon = 'icons/obj/statue.dmi'
icon_state = "human_male"
density = 1
anchored = 1
health = 0 //destroying the statue kills the mob within
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0
var/intialOxy = 0
var/timer = 240 //eventually the person will be freed
/obj/structure/closet/statue/New(loc, var/mob/living/L)
if(ishuman(L) || ismonkey(L) || iscorgi(L))
if(L.buckled)
L.buckled.unbuckle_mob(L,force=1)
L.reset_perspective(src)
L.loc = src
L.disabilities += MUTE
L.faction += "mimic" //Stops mimics from instaqdeling people in statues
L.visible_message("<span class='warning'>[L]'s skin rapidly turns to marble!</span>", "<span class='userdanger'>Your body freezes up! Can't... move... can't... think...</span>")
health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.getToxLoss()
intialFire = L.getFireLoss()
intialBrute = L.getBruteLoss()
intialOxy = L.getOxyLoss()
if(ishuman(L))
var/mob/living/carbon/human/H = L
name = "statue of [H.name]"
H.bleedsuppress = 1
if(H.gender == "female")
icon_state = "human_female"
else if(ismonkey(L))
name = "statue of a monkey"
icon_state = "monkey"
else if(iscorgi(L))
name = "statue of a corgi"
icon_state = "corgi"
desc = "If it takes forever, I will wait for you..."
if(health == 0) //meaning if the statue didn't find a valid target
qdel(src)
return
START_PROCESSING(SSobj, src)
..()
icon = L.icon
icon_state = L.icon_state
overlays = L.overlays
color = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
/obj/structure/closet/statue/process()
timer--
for(var/mob/living/M in src) //Go-go gadget stasis field
M.setToxLoss(intialTox)
M.adjustFireLoss(intialFire - M.getFireLoss())
M.adjustBruteLoss(intialBrute - M.getBruteLoss())
M.setOxyLoss(intialOxy)
M.Stun(1) //So they can't do anything while petrified
if(timer <= 0)
dump_contents()
STOP_PROCESSING(SSobj, src)
qdel(src)
/obj/structure/closet/statue/dump_contents()
if(istype(src.loc, /mob/living/simple_animal/hostile/statue))
var/mob/living/simple_animal/hostile/statue/S = src.loc
src.loc = S.loc
if(S.mind)
for(var/mob/M in contents)
S.mind.transfer_to(M)
M.Weaken(5)
M << "<span class='notice'>You slowly come back to your senses. You are in control of yourself again!</span>"
break
qdel(S)
for(var/obj/O in src)
O.loc = src.loc
for(var/mob/living/M in src)
M.loc = src.loc
M.disabilities -= MUTE
M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
M.faction -= "mimic"
M.reset_perspective(null)
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/insert()
return
/obj/structure/closet/statue/close()
return
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/bullet_act(obj/item/projectile/Proj)
health -= Proj.damage
if(health <= 0)
shatter()
/obj/structure/closet/statue/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash)
shatter()
/obj/structure/closet/statue/blob_act(obj/effect/blob/B)
shatter()
/obj/structure/closet/statue/attacked_by(obj/item/I, mob/living/user)
if(I.damtype != STAMINA)
health -= I.force
visible_message("<span class='danger'>[user] strikes [src] with [I].</span>")
if(health <= 0)
shatter()
/obj/structure/closet/statue/MouseDrop_T()
return
/obj/structure/closet/statue/relaymove()
return
/obj/structure/closet/statue/attack_hand()
return
/obj/structure/closet/statue/verb_toggleopen()
return
/obj/structure/closet/statue/update_icon()
return
/obj/structure/closet/statue/proc/shatter()
for(var/mob/living/M in src)
M.dust()
dump_contents()
visible_message("<span class='danger'>[src] shatters!.</span>")
qdel(src)
/obj/structure/closet/statue/container_resist()
return
/mob/living/proc/petrify()
if(istype(loc, /obj/structure/closet/statue)) //If they're already petrified
return 0
new /obj/structure/closet/statue(get_turf(src), src)
return 1
@@ -0,0 +1,115 @@
/obj/structure/closet/syndicate
name = "armory closet"
desc = "Why is this here?"
icon_state = "syndicate"
/obj/structure/closet/syndicate/personal
desc = "It's a personal storage unit for operative gear."
/obj/structure/closet/syndicate/personal/New()
..()
new /obj/item/clothing/under/syndicate(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/device/radio/headset/syndicate(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/weapon/storage/belt/military(src)
new /obj/item/weapon/crowbar/red(src)
new /obj/item/clothing/glasses/night(src)
return
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for a Syndicate boarding party."
/obj/structure/closet/syndicate/nuclear/New()
..()
contents = list()
for(var/i in 1 to 5)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/teargas(src)
new /obj/item/weapon/storage/backpack/dufflebag/syndie/med(src)
new /obj/item/device/pda/syndicate(src)
return
/obj/structure/closet/syndicate/resources
desc = "An old, dusty locker."
/obj/structure/closet/syndicate/resources/New()
..()
var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
var/pickednum = rand(1, 50)
//Sad trombone
if(pickednum == 1)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
P.name = "\improper IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
if(pickednum >= 2)
new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
//Plasteel (common ore) Because it has a million more uses then plasma
if(pickednum >= 10)
new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
//Plasma (rare ore)
if(pickednum >= 15)
new /obj/item/stack/sheet/mineral/plasma(src, rand(rare_min, rare_max))
//Silver (rare ore)
if(pickednum >= 20)
new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
//Gold (rare ore)
if(pickednum >= 30)
new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
//Uranium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
//Diamond (rare HONK)
if(pickednum >= 45)
new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
//Jetpack (You hit the jackpot!)
if(pickednum == 50)
new /obj/item/weapon/tank/jetpack/carbondioxide(src)
return
/obj/structure/closet/syndicate/resources/everything
desc = "It's an emergency storage closet for repairs."
/obj/structure/closet/syndicate/resources/everything/New()
..()
contents = list()
var/list/resources = list(
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/silver,
/obj/item/stack/sheet/mineral/plasma,
/obj/item/stack/sheet/mineral/uranium,
/obj/item/stack/sheet/mineral/diamond,
/obj/item/stack/sheet/mineral/bananium,
/obj/item/stack/sheet/plasteel,
/obj/item/stack/rods
)
for(var/i = 0, i<2, i++)
for(var/res in resources)
var/obj/item/stack/R = new res(src)
R.amount = R.max_amount
return
@@ -0,0 +1,178 @@
/* Utility Closets
* Contains:
* Emergency Closet
* Fire Closet
* Tool Closet
* Radiation Closet
* Bombsuit Closet
* Hydrant
* First Aid
*/
/*
* Emergency Closet
*/
/obj/structure/closet/emcloset
name = "emergency closet"
desc = "It's a storage unit for emergency breath masks and O2 tanks."
icon_state = "emergency"
/obj/structure/closet/emcloset/New()
..()
if (prob(40))
new /obj/item/weapon/storage/toolbox/emergency(src)
switch (pickweight(list("small" = 40, "aid" = 25, "tank" = 20, "both" = 10, "nothing" = 4, "delete" = 1)))
if ("small")
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
if ("aid")
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/weapon/storage/firstaid/o2(src)
if ("tank")
new /obj/item/weapon/tank/internals/air(src)
if ("both")
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/clothing/mask/breath(src)
if ("nothing")
// doot
// teehee
if ("delete")
qdel(src)
//If you want to re-add fire, just add "fire" = 15 to the pick list.
/*if ("fire")
new /obj/structure/closet/firecloset(src.loc)
qdel(src)*/
/*
* Fire Closet
*/
/obj/structure/closet/firecloset
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "fire"
/obj/structure/closet/firecloset/New()
..()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/tank/internals/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/obj/structure/closet/firecloset/full/New()
..()
contents = list()
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/tank/internals/oxygen/red(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/clothing/head/hardhat/red(src)
/*
* Tool Closet
*/
/obj/structure/closet/toolcloset
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "eng"
icon_door = "eng_tool"
/obj/structure/closet/toolcloset/New()
..()
if(prob(40))
new /obj/item/clothing/suit/hazardvest(src)
if(prob(70))
new /obj/item/device/flashlight(src)
if(prob(70))
new /obj/item/weapon/screwdriver(src)
if(prob(70))
new /obj/item/weapon/wrench(src)
if(prob(70))
new /obj/item/weapon/weldingtool(src)
if(prob(70))
new /obj/item/weapon/crowbar(src)
if(prob(70))
new /obj/item/weapon/wirecutters(src)
if(prob(70))
new /obj/item/device/t_scanner(src)
if(prob(20))
new /obj/item/weapon/storage/belt/utility(src)
if(prob(30))
new /obj/item/stack/cable_coil/random(src)
if(prob(30))
new /obj/item/stack/cable_coil/random(src)
if(prob(30))
new /obj/item/stack/cable_coil/random(src)
if(prob(20))
new /obj/item/device/multitool(src)
if(prob(5))
new /obj/item/clothing/gloves/color/yellow(src)
if(prob(40))
new /obj/item/clothing/head/hardhat(src)
/*
* Radiation Closet
*/
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "eng"
icon_door = "eng_rad"
/obj/structure/closet/radiation/New()
..()
new /obj/item/device/geiger_counter(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/*
* Bombsuit closet
*/
/obj/structure/closet/bombcloset
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bomb"
/obj/structure/closet/bombcloset/New()
..()
new /obj/item/clothing/suit/bomb_suit( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/shoes/sneakers/black( src )
new /obj/item/clothing/head/bomb_hood( src )
/obj/structure/closet/bombclosetsecurity
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bomb"
/obj/structure/closet/bombclosetsecurity/New()
..()
contents = list()
new /obj/item/clothing/suit/bomb_suit/security( src )
new /obj/item/clothing/under/rank/security( src )
new /obj/item/clothing/shoes/sneakers/brown( src )
new /obj/item/clothing/head/bomb_hood/security( src )
/*
* Ammunition
*/
/obj/structure/closet/ammunitionlocker
name = "ammunition locker"
/obj/structure/closet/ammunitionlocker/New()
..()
for(var/i in 1 to 8)
new /obj/item/ammo_casing/shotgun/beanbag(src)
@@ -0,0 +1,197 @@
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_door = "blue"
/obj/structure/closet/wardrobe/New()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/blue(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/brown(src)
return
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_door = "pink"
/obj/structure/closet/wardrobe/pink/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/pink(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/brown(src)
return
/obj/structure/closet/wardrobe/black
name = "black wardrobe"
icon_door = "black"
/obj/structure/closet/wardrobe/black/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/black(src)
if(prob(25))
new /obj/item/clothing/suit/jacket/leather(src)
if(prob(20))
new /obj/item/clothing/suit/jacket/leather/overcoat(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/that(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/mask/bandana/black(src)
new /obj/item/clothing/mask/bandana/black(src)
if(prob(40))
new /obj/item/clothing/mask/bandana/skull(src)
return
/obj/structure/closet/wardrobe/green
name = "green wardrobe"
icon_door = "green"
/obj/structure/closet/wardrobe/green/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/green(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/mask/bandana/green(src)
new /obj/item/clothing/mask/bandana/green(src)
return
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_door = "orange"
/obj/structure/closet/wardrobe/orange/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/prisoner(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/orange(src)
return
/obj/structure/closet/wardrobe/yellow
name = "yellow wardrobe"
icon_door = "yellow"
/obj/structure/closet/wardrobe/yellow/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/yellow(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/orange(src)
new /obj/item/clothing/mask/bandana/gold(src)
new /obj/item/clothing/mask/bandana/gold(src)
return
/obj/structure/closet/wardrobe/white
name = "white wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/white/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/mime(src)
return
/obj/structure/closet/wardrobe/pjs
name = "pajama wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/pjs/New()
..()
contents = list()
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/blue(src)
new /obj/item/clothing/under/pj/blue(src)
for(var/i in 1 to 4)
new /obj/item/clothing/shoes/sneakers/white(src)
return
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_door = "grey"
/obj/structure/closet/wardrobe/grey/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/grey(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/grey(src)
if(prob(50))
new /obj/item/weapon/storage/backpack/dufflebag(src)
if(prob(40))
new /obj/item/clothing/mask/bandana/black(src)
new /obj/item/clothing/mask/bandana/black(src)
if(prob(40))
new /obj/item/clothing/under/assistantformal(src)
if(prob(40))
new /obj/item/clothing/under/assistantformal(src)
if(prob(30))
new /obj/item/clothing/suit/hooded/wintercoat(src)
new /obj/item/clothing/shoes/winterboots(src)
return
/obj/structure/closet/wardrobe/mixed
name = "mixed wardrobe"
icon_door = "mixed"
/obj/structure/closet/wardrobe/mixed/New()
..()
contents = list()
if(prob(40))
new /obj/item/clothing/suit/jacket(src)
if(prob(40))
new /obj/item/clothing/suit/jacket(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/red(src)
new /obj/item/clothing/under/color/lightblue(src)
new /obj/item/clothing/under/color/aqua(src)
new /obj/item/clothing/under/color/purple(src)
new /obj/item/clothing/under/color/lightpurple(src)
new /obj/item/clothing/under/color/lightgreen(src)
new /obj/item/clothing/under/color/darkblue(src)
new /obj/item/clothing/under/color/darkred(src)
new /obj/item/clothing/under/color/lightred(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/blue(src)
new /obj/item/clothing/mask/bandana/blue(src)
new /obj/item/clothing/mask/bandana/gold(src)
new /obj/item/clothing/mask/bandana/gold(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/clothing/shoes/sneakers/white(src)
if(prob(30))
new /obj/item/clothing/suit/hooded/wintercoat(src)
new /obj/item/clothing/shoes/winterboots(src)
return
@@ -0,0 +1,117 @@
/obj/structure/closet/crate
name = "crate"
desc = "A rectangular steel crate."
icon = 'icons/obj/crates.dmi'
icon_state = "crate"
req_access = null
can_weld_shut = FALSE
horizontal = TRUE
allow_objects = TRUE
allow_dense = TRUE
dense_when_open = TRUE
climbable = TRUE
climb_time = 10 //real fast, because let's be honest stepping into or onto a crate is easy
climb_stun = 0 //climbing onto crates isn't hard, guys
var/obj/item/weapon/paper/manifest/manifest
/obj/structure/closet/crate/New()
..()
update_icon()
/obj/structure/closet/crate/CanPass(atom/movable/mover, turf/target, height=0)
if(!istype(mover, /obj/structure/closet))
var/obj/structure/closet/crate/locatedcrate = locate(/obj/structure/closet/crate) in get_turf(mover)
if(locatedcrate) //you can walk on it like tables, if you're not in an open crate trying to move to a closed crate
if(opened) //if we're open, allow entering regardless of located crate openness
return 1
if(!locatedcrate.opened) //otherwise, if the located crate is closed, allow entering
return 1
return !density
/obj/structure/closet/crate/update_icon()
icon_state = "[initial(icon_state)][opened ? "open" : ""]"
cut_overlays()
if(manifest)
add_overlay("manifest")
/obj/structure/closet/crate/attack_hand(mob/user)
if(manifest)
tear_manifest(user)
return
..()
/obj/structure/closet/crate/proc/tear_manifest(mob/user)
user << "<span class='notice'>You tear the manifest off of the crate.</span>"
playsound(src, 'sound/items/poster_ripped.ogg', 75, 1)
manifest.loc = loc
if(ishuman(user))
user.put_in_hands(manifest)
manifest = null
update_icon()
/obj/structure/closet/crate/internals
desc = "A internals crate."
name = "internals crate"
icon_state = "o2crate"
/obj/structure/closet/crate/trashcart
desc = "A heavy, metal trashcart with wheels."
name = "trash cart"
icon_state = "trashcart"
/obj/structure/closet/crate/medical
desc = "A medical crate."
name = "medical crate"
icon_state = "medicalcrate"
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "freezer"
icon_state = "freezer"
/obj/structure/closet/crate/freezer/blood
name = "blood freezer"
desc = "A freezer containing packs of blood."
/obj/structure/closet/crate/freezer/blood/New()
. = ..()
new /obj/item/weapon/reagent_containers/blood/empty(src)
new /obj/item/weapon/reagent_containers/blood/empty(src)
new /obj/item/weapon/reagent_containers/blood/AMinus(src)
new /obj/item/weapon/reagent_containers/blood/BMinus(src)
new /obj/item/weapon/reagent_containers/blood/BPlus(src)
new /obj/item/weapon/reagent_containers/blood/OMinus(src)
new /obj/item/weapon/reagent_containers/blood/OPlus(src)
new /obj/item/weapon/reagent_containers/blood/lizard(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/blood/random(src)
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "radiation crate"
icon_state = "radiation"
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon_state = "hydrocrate"
/obj/structure/closet/crate/engineering
name = "engineering crate"
icon_state = "engi_crate"
/obj/structure/closet/crate/engineering/electrical
icon_state = "engi_e_crate"
/obj/structure/closet/crate/rcd
desc = "A crate for the storage of an RCD."
name = "\improper RCD crate"
icon_state = "engi_crate"
/obj/structure/closet/crate/rcd/New()
..()
for(var/i in 1 to 4)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd(src)
@@ -0,0 +1,44 @@
/obj/structure/closet/crate/bin
desc = "A trash bin, place your trash here for the janitor to collect."
name = "trash bin"
icon_state = "largebins"
open_sound = 'sound/effects/bin_open.ogg'
close_sound = 'sound/effects/bin_close.ogg'
anchored = TRUE
horizontal = FALSE
/obj/structure/closet/crate/bin/New()
..()
update_icon()
/obj/structure/closet/crate/bin/update_icon()
..()
cut_overlays()
if(contents.len == 0)
add_overlay("largebing")
else if(contents.len >= storage_capacity)
add_overlay("largebinr")
else
add_overlay("largebino")
/obj/structure/closet/crate/bin/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/storage/bag/trash))
var/obj/item/weapon/storage/bag/trash/T = W
user << "<span class='notice'>You fill the bag.</span>"
for(var/obj/item/O in src)
if(T.can_be_inserted(O, 1))
O.loc = T
T.update_icon()
do_animate()
else if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
else
return ..()
/obj/structure/closet/crate/bin/proc/do_animate()
playsound(loc, open_sound, 15, 1, -3)
flick("animate_largebins", src)
spawn(13)
playsound(loc, close_sound, 15, 1, -3)
update_icon()
@@ -0,0 +1,38 @@
/obj/structure/closet/crate/critter
name = "critter crate"
desc = "A crate designed for safe transport of animals. It has an oxygen tank for safe transport in space."
icon_state = "crittercrate"
horizontal = FALSE
allow_objects = FALSE
breakout_time = 1
material_drop = /obj/item/stack/sheet/mineral/wood
var/obj/item/weapon/tank/internals/emergency_oxygen/tank
/obj/structure/closet/crate/critter/New()
..()
tank = new
/obj/structure/closet/crate/critter/Destroy()
var/turf/T = get_turf(src)
tank.loc = T
tank = null
for(var/i in 1 to rand(2, 5))
new material_drop(T)
return ..()
/obj/structure/closet/crate/critter/update_icon()
cut_overlays()
if(opened)
add_overlay("crittercrate_door_open")
else
add_overlay("crittercrate_door")
if(manifest)
add_overlay("manifest")
/obj/structure/closet/crate/critter/return_air()
if(tank)
return tank.air_contents
else
return loc.return_air()
@@ -0,0 +1,33 @@
/obj/structure/closet/crate/large
name = "large crate"
desc = "A hefty wooden crate."
icon_state = "largecrate"
density = 1
material_drop = /obj/item/stack/sheet/mineral/wood
/obj/structure/closet/crate/large/attack_hand(mob/user)
add_fingerprint(user)
if(manifest)
tear_manifest(user)
else
user << "<span class='warning'>You need a crowbar to pry this open!</span>"
/obj/structure/closet/crate/large/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/crowbar))
var/turf/T = get_turf(src)
if(manifest)
tear_manifest(user)
user.visible_message("[user] pries \the [src] open.", \
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='italics'>You hear splitting wood.</span>")
playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, 1)
for(var/i in 1 to rand(2, 5))
new material_drop(src)
for(var/atom/movable/AM in contents)
AM.forceMove(T)
qdel(src)
else
return ..()
@@ -0,0 +1,41 @@
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "secure crate"
icon_state = "securecrate"
secure = 1
locked = 1
health = 1000
/obj/structure/closet/crate/secure/update_icon()
..()
if(broken)
add_overlay("securecrateemag")
else if(locked)
add_overlay("securecrater")
else
add_overlay("securecrateg")
/obj/structure/closet/crate/secure/weapon
desc = "A secure weapons crate."
name = "weapons crate"
icon_state = "weaponcrate"
/obj/structure/closet/crate/secure/plasma
desc = "A secure plasma crate."
name = "plasma crate"
icon_state = "plasmacrate"
/obj/structure/closet/crate/secure/gear
desc = "A secure gear crate."
name = "gear crate"
icon_state = "secgearcrate"
/obj/structure/closet/crate/secure/hydroponics
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
name = "secure hydroponics crate"
icon_state = "hydrosecurecrate"
/obj/structure/closet/crate/secure/engineering
desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
name = "secure engineering crate"
icon_state = "engi_secure_crate"