/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/PopulateContents() //Excess clothing and such can be found in the Captain's Wardrobe. You can also find this file in code/modules/vending/wardrobes. ..() new /obj/item/clothing/neck/petcollar(src) //I considered removing the pet stuff too but eh, who knows. We might get Renault back. Plus I guess you could use that collar for... other means. Aren't you supposed to be guarding the disk? new /obj/item/pet_carrier(src) new /obj/item/clothing/suit/armor/vest/capcarapace(src) new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src) new /obj/item/clothing/head/crown/fancy(src) new /obj/item/cartridge/captain(src) new /obj/item/storage/box/silver_ids(src) new /obj/item/radio/headset/heads/captain/alt(src) new /obj/item/radio/headset/heads/captain(src) new /obj/item/storage/belt/sabre(src) new /obj/item/gun/energy/e_gun(src) new /obj/item/door_remote/captain(src) new /obj/item/storage/photo_album/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/PopulateContents() ..() new /obj/item/clothing/neck/cloak/hop(src) new /obj/item/clothing/under/rank/head_of_personnel(src) new /obj/item/clothing/under/rank/head_of_personnel/skirt(src) new /obj/item/clothing/head/hopcap(src) new /obj/item/clothing/head/hopcap/beret(src) new /obj/item/cartridge/hop(src) new /obj/item/radio/headset/heads/hop(src) new /obj/item/clothing/shoes/sneakers/brown(src) new /obj/item/storage/box/ids(src) new /obj/item/storage/box/ids(src) new /obj/item/megaphone/command(src) new /obj/item/clothing/suit/armor/vest/alt(src) new /obj/item/assembly/flash/handheld(src) new /obj/item/clothing/glasses/sunglasses(src) new /obj/item/restraints/handcuffs/cable/zipties(src) new /obj/item/gun/energy/e_gun(src) new /obj/item/clothing/neck/petcollar(src) new /obj/item/pet_carrier(src) new /obj/item/door_remote/civillian(src) new /obj/item/circuitboard/machine/techfab/department/service(src) new /obj/item/storage/photo_album/HoP(src) new /obj/item/clothing/suit/hooded/wintercoat/hop(src) new /obj/item/clothing/head/hopcap/beret/white(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/PopulateContents() ..() new /obj/item/clothing/neck/cloak/hos(src) new /obj/item/cartridge/hos(src) new /obj/item/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/skirt(src) new /obj/item/clothing/under/rank/head_of_security/alt(src) new /obj/item/clothing/under/rank/head_of_security/alt/skirt(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/clothing/under/rank/head_of_security/grey(src) new /obj/item/storage/lockbox/medal/sec(src) new /obj/item/megaphone/sec(src) new /obj/item/holosign_creator/security(src) new /obj/item/storage/lockbox/loyalty(src) new /obj/item/clothing/mask/gas/sechailer/swat(src) new /obj/item/storage/box/flashbangs(src) new /obj/item/shield/riot/tele(src) new /obj/item/storage/belt/security/full(src) new /obj/item/gun/energy/e_gun/hos(src) new /obj/item/flashlight/seclite(src) new /obj/item/pinpointer/nuke(src) new /obj/item/circuitboard/machine/techfab/department/security(src) new /obj/item/storage/photo_album/HoS(src) new /obj/item/clothing/suit/hooded/wintercoat/hos(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/PopulateContents() ..() new /obj/item/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/warden/drill(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/under/rank/warden/skirt(src) new /obj/item/clothing/glasses/hud/security/sunglasses(src) new /obj/item/holosign_creator/security(src) new /obj/item/clothing/mask/gas/sechailer(src) new /obj/item/storage/box/zipties(src) new /obj/item/storage/box/flashbangs(src) new /obj/item/storage/belt/security/full(src) new /obj/item/flashlight/seclite(src) new /obj/item/clothing/gloves/krav_maga/sec(src) new /obj/item/door_remote/head_of_security(src) new /obj/item/gun/ballistic/shotgun/automatic/combat/compact(src) new /obj/item/clothing/head/beret/sec/corporatewarden(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/PopulateContents() ..() new /obj/item/clothing/suit/armor/vest(src) new /obj/item/clothing/head/helmet/sec(src) new /obj/item/radio/headset/headset_sec(src) new /obj/item/radio/headset/headset_sec/alt(src) new /obj/item/clothing/glasses/hud/security/sunglasses(src) new /obj/item/flashlight/seclite(src) /obj/structure/closet/secure_closet/security/sec /obj/structure/closet/secure_closet/security/sec/PopulateContents() ..() new /obj/item/storage/belt/security/full(src) /obj/structure/closet/secure_closet/security/cargo /obj/structure/closet/secure_closet/security/cargo/PopulateContents() ..() new /obj/item/clothing/accessory/armband/cargo(src) new /obj/item/encryptionkey/headset_cargo(src) /obj/structure/closet/secure_closet/security/engine /obj/structure/closet/secure_closet/security/engine/PopulateContents() ..() new /obj/item/clothing/accessory/armband/engine(src) new /obj/item/encryptionkey/headset_eng(src) /obj/structure/closet/secure_closet/security/science /obj/structure/closet/secure_closet/security/science/PopulateContents() ..() new /obj/item/clothing/accessory/armband/science(src) new /obj/item/encryptionkey/headset_sci(src) /obj/structure/closet/secure_closet/security/med /obj/structure/closet/secure_closet/security/med/PopulateContents() ..() new /obj/item/clothing/accessory/armband/medblue(src) new /obj/item/encryptionkey/headset_med(src) /obj/structure/closet/secure_closet/detective name = "\improper detective's cabinet" req_access = list(ACCESS_FORENSICS_LOCKERS) icon_state = "cabinet" resistance_flags = FLAMMABLE max_integrity = 70 material_drop = /obj/item/stack/sheet/mineral/wood cutting_tool = /obj/item/screwdriver /obj/structure/closet/secure_closet/detective/PopulateContents() ..() new /obj/item/clothing/under/rank/det(src) new /obj/item/clothing/under/rank/det/skirt(src) new /obj/item/clothing/suit/det_suit(src) new /obj/item/clothing/head/fedora/det_hat(src) new /obj/item/clothing/gloves/color/black(src) new /obj/item/clothing/under/rank/det/grey(src) new /obj/item/clothing/under/rank/det/grey/skirt(src) new /obj/item/clothing/accessory/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/storage/box/evidence(src) new /obj/item/radio/headset/headset_sec(src) new /obj/item/detective_scanner(src) new /obj/item/flashlight/seclite(src) new /obj/item/holosign_creator/security(src) new /obj/item/reagent_containers/spray/pepper(src) new /obj/item/clothing/suit/armor/vest/det_suit(src) new /obj/item/storage/belt/holster/full(src) new /obj/item/pinpointer/crew(src) /obj/structure/closet/secure_closet/injection name = "lethal injections" req_access = list(ACCESS_HOS) /obj/structure/closet/secure_closet/injection/PopulateContents() ..() for(var/i in 1 to 5) new /obj/item/reagent_containers/syringe/lethal/execution(src) /obj/structure/closet/secure_closet/brig name = "brig locker" req_access = list(ACCESS_BRIG) anchored = TRUE var/id = null /obj/structure/closet/secure_closet/evidence anchored = TRUE name = "Secure Evidence Closet" req_access_txt = "0" req_one_access_txt = list(ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS) /obj/structure/closet/secure_closet/brig/PopulateContents() ..() new /obj/item/clothing/under/rank/prisoner( src ) new /obj/item/clothing/under/rank/prisoner/skirt( 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/PopulateContents() ..() new /obj/item/clothing/shoes/sneakers/brown(src) for(var/i in 1 to 3) new /obj/item/paper/fluff/jobs/security/court_judgement (src) new /obj/item/pen (src) new /obj/item/clothing/suit/judgerobe (src) new /obj/item/clothing/head/powdered_wig (src) new /obj/item/storage/briefcase(src) /obj/structure/closet/secure_closet/contraband/armory anchored = TRUE name = "Contraband Locker" req_access = list(ACCESS_ARMORY) /obj/structure/closet/secure_closet/contraband/heads anchored = TRUE name = "Contraband Locker" req_access = list(ACCESS_HEADS) /obj/structure/closet/secure_closet/armory1 name = "armory armor locker" req_access = list(ACCESS_ARMORY) icon_state = "armory" /obj/structure/closet/secure_closet/armory1/PopulateContents() ..() 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/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/PopulateContents() ..() new /obj/item/storage/box/firingpins(src) for(var/i in 1 to 3) new /obj/item/storage/box/rubbershot(src) for(var/i in 1 to 3) new /obj/item/gun/ballistic/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/PopulateContents() ..() new /obj/item/storage/box/firingpins(src) new /obj/item/gun/energy/ionrifle(src) for(var/i in 1 to 3) new /obj/item/gun/energy/e_gun(src) for(var/i in 1 to 3) new /obj/item/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/PopulateContents() ..() new /obj/item/gun/ballistic/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/PopulateContents() ..() for(var/i in 1 to 3) new /obj/item/storage/box/lethalshot(src) /obj/structure/closet/secure_closet/labor_camp_security name = "labor camp security locker" req_access = list(ACCESS_SECURITY) icon_state = "sec" /obj/structure/closet/secure_closet/labor_camp_security/PopulateContents() ..() new /obj/item/clothing/suit/armor/vest(src) new /obj/item/clothing/head/helmet/sec(src) new /obj/item/clothing/under/rank/security(src) new /obj/item/clothing/under/rank/security/skirt(src) new /obj/item/clothing/glasses/hud/security/sunglasses(src) new /obj/item/flashlight/seclite(src)