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 +1,11 @@
/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)