15d8e0a96f
Fixes not being able to resist out of an unlocked unwelded locker. Now both moving and the resist button work (except for the cardboard box). You can no longer spam breakingout message ouf of a closet by moving while inside. Wrapping and unwrapping a locker no longer unwelds it magically. I refactored closet/crate/item package wrapping. You can packagewrap belts and other storage items in which the package wrap item doesn't fit.(it does currently have the unintended side effect of giving you the "doesn't fit in X" message when wrapping there storage items though).
118 lines
3.4 KiB
Plaintext
118 lines
3.4 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/weapon/storage/lockbox
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name = "lockbox"
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desc = "A locked box."
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icon_state = "lockbox+l"
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item_state = "syringe_kit"
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w_class = 4
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max_w_class = 3
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max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 4
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req_access = list(access_armory)
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var/locked = 1
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var/broken = 0
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var/icon_locked = "lockbox+l"
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var/icon_closed = "lockbox"
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var/icon_broken = "lockbox+b"
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/obj/item/weapon/storage/lockbox/attackby(obj/item/weapon/W, mob/user, params)
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if (W.GetID())
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if(src.broken)
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user << "<span class='danger'>It appears to be broken.</span>"
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return
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if(src.allowed(user))
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src.locked = !( src.locked )
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if(src.locked)
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src.icon_state = src.icon_locked
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user << "<span class='danger'>You lock the [src.name]!</span>"
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return
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else
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src.icon_state = src.icon_closed
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user << "<span class='danger'>You unlock the [src.name]!</span>"
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return
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else
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user << "<span class='danger'>Access Denied.</span>"
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return
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if(!locked)
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return ..()
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else
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user << "<span class='danger'>It's locked!</span>"
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/obj/item/weapon/storage/lockbox/MouseDrop(over_object, src_location, over_location)
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if (locked)
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src.add_fingerprint(usr)
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usr << "<span class='warning'>It's locked!</span>"
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return 0
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..()
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/obj/item/weapon/storage/lockbox/emag_act(mob/user)
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if(!broken)
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broken = 1
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locked = 0
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desc += "It appears to be broken."
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icon_state = src.icon_broken
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if(user)
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visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
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return
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/obj/item/weapon/storage/lockbox/show_to(mob/user)
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if(locked)
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user << "<span class='warning'>It's locked!</span>"
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else
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..()
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return
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//Check the destination item type for contentto.
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/obj/item/weapon/storage/lockbox/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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if(locked)
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user << "<span class='warning'>It's locked!</span>"
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return 0
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return ..()
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/obj/item/weapon/storage/lockbox/can_be_inserted(obj/item/W, stop_messages = 0)
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if(locked)
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return 0
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return ..()
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/obj/item/weapon/storage/lockbox/loyalty
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name = "lockbox of loyalty implants"
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req_access = list(access_security)
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/obj/item/weapon/storage/lockbox/loyalty/New()
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..()
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for(var/i in 1 to 3)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implanter/loyalty(src)
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/obj/item/weapon/storage/lockbox/clusterbang
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name = "lockbox of clusterbangs"
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desc = "You have a bad feeling about opening this."
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req_access = list(access_security)
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/obj/item/weapon/storage/lockbox/clusterbang/New()
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..()
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new /obj/item/weapon/grenade/clusterbuster(src)
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/obj/item/weapon/storage/lockbox/medal
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name = "medal box"
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desc = "A locked box used to store medals of honor."
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icon_state = "medalbox+l"
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item_state = "syringe_kit"
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w_class = 3
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max_w_class = 2
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storage_slots = 6
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req_access = list(access_captain)
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icon_locked = "medalbox+l"
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icon_closed = "medalbox"
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icon_broken = "medalbox+b"
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/obj/item/weapon/storage/lockbox/medal/New()
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..()
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new /obj/item/clothing/tie/medal/silver/valor(src)
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new /obj/item/clothing/tie/medal/bronze_heart(src)
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for(var/i in 1 to 3)
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new /obj/item/clothing/tie/medal/conduct(src)
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new /obj/item/clothing/tie/medal/gold/captain(src)
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