diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm index d7939bcda555..2650d6077362 100644 --- a/code/game/objects/structures/fireaxe.dm +++ b/code/game/objects/structures/fireaxe.dm @@ -248,9 +248,32 @@ alert = TRUE armor = list("melee" = 30, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50) axe = FALSE + req_access = list(ACCESS_CAPTAIN) /obj/structure/fireaxecabinet/spare/Initialize() . = ..() fireaxe = null spareid = new(src) update_icon() + +/obj/structure/fireaxecabinet/spare/reset_lock(mob/user) + //this happens when you hack the lock as a synthetic/AI, or with a multitool. + if(obj_flags & EMAGGED) + to_chat(user, "You try to reset the [name]'s circuits, but they're completely burnt out.") + return + if(!open) + to_chat(user, "Resetting circuitry...") + if(alert) + to_chat(user, "This will trigger the built in burglary alarm!") + if(do_after(user, 15 SECONDS, target = src)) + to_chat(user, "You [locked ? "disable" : "re-enable"] the locking modules.") + src.add_fingerprint(user) + if(locked) + trigger_alarm() //already checks for alert var + toggle_lock(user) + +/obj/structure/fireaxecabinet/spare/emag_act(mob/user) + . = ..() + if(!.) + return + trigger_alarm()