/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/PopulateContents() ..() if(prob(50)) new /obj/item/storage/backpack/duffelbag(src) if(prob(50)) new /obj/item/storage/backpack(src) else new /obj/item/storage/backpack/satchel(src) new /obj/item/radio/headset( src ) /obj/structure/closet/secure_closet/personal/patient name = "patient's closet" /obj/structure/closet/secure_closet/personal/patient/PopulateContents() 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" resistance_flags = FLAMMABLE max_integrity = 70 /obj/structure/closet/secure_closet/personal/cabinet/PopulateContents() new /obj/item/storage/backpack/satchel/leather/withwallet( src ) new /obj/item/instrument/piano_synth(src) new /obj/item/radio/headset( src ) /obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params) var/obj/item/card/id/I = W.GetID() if(istype(I)) if(broken) to_chat(user, "It appears to be broken.") 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 to_chat(user, "Access Denied.") else return ..()