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23 changes: 23 additions & 0 deletions code/game/objects/structures/fireaxe.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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, "<span class='notice'>You try to reset the [name]'s circuits, but they're completely burnt out.</span>")
return
if(!open)
to_chat(user, "<span class = 'caution'>Resetting circuitry...</span>")
if(alert)
to_chat(user, "<span class='danger'>This will trigger the built in burglary alarm!</span>")
if(do_after(user, 15 SECONDS, target = src))
to_chat(user, "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
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()