- type: entity
  id: LockerBlueShield
  parent: LockerBaseSecure
  name: blue shield officer's locker
  categories: [ HideSpawnMenu ] # Fire added
  components:
    - type: Appearance
    - type: Sprite
      sprite: _Sunrise/Structures/Storage/closet.rsi
      noRot: true
      layers:
      - state: generic
        map: ["enum.StorageVisualLayers.Base"]
      - state: generic_door
        map: ["enum.StorageVisualLayers.Door"]
      - state: locked
        map: ["enum.LockVisualLayers.Lock"]
        shader: unshaded
      - state: welded
        visible: false
        map: ["enum.WeldableLayers.BaseWelded"]
    - type: EntityStorageVisuals
      stateBaseClosed: bssecure
      stateDoorOpen: bssecure_open
      stateDoorClosed: bssecure_door
    - type: AccessReader
      access: [["BlueShield"]]

- type: entity
  id: LockerBlueShieldEnsign
  parent: LockerBlueShield
  name: blue shield ensign locker
  categories: [ HideSpawnMenu ] # Fire added
  components:
  - type: AccessReader
    access: [["BlueShieldEnsign"]]

- type: entity
  id: LockerPilot
  parent: LockerBaseSecure
  name: security pilot's locker
  categories: [ HideSpawnMenu ] # Fire added
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
    noRot: true
    layers:
    - state: generic
      map: ["enum.StorageVisualLayers.Base"]
    - state: generic_door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: EntityStorageVisuals
    stateBaseClosed: pilot
    stateDoorOpen: pilot_open
    stateDoorClosed: pilot_door
  - type: AccessReader
    access: [["Security"]]

- type: entity
  parent: GunSafe
  id: GunSafeIonRifle
  name: ion rifle safe
  components:
  - type: StorageFill
    contents:
    - id: WeaponIONRifle

- type: entity
  id: ClosetPatologoanatom
  name: patologoanatom's locker
  parent: LockerBaseSecure
  suffix: Empty
  categories: [ HideSpawnMenu ] # Fire added
  components:
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
    noRot: true
    layers:
    - state: generic
      map: ["enum.StorageVisualLayers.Base"]
    - state: generic_door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: Appearance
  - type: EntityStorageVisuals
    stateBaseClosed: patologoanatom
    stateDoorOpen: patologoanatom_open
    stateDoorClosed: patologoanatom_door
  - type: AccessReader
    access: [["Medical"]]
    alertAccesses:
      red: RedAlertAccesses
      blue: BlueAlertAccessesHOS
      gamma: GammaAlertAccesses

- type: entity
  id: ClosetPatologoanatomFilled
  parent: ClosetPatologoanatom
  suffix: Filled
  categories: [ HideSpawnMenu ] # Fire added
  components:
  - type: StorageFill
    contents:
    - id: ClothingUniformJumpsuitMedicalDoctor
    - id: HandheldHealthAnalyzer
    - id: BoxForensicPad
    - id: ClothingHeadsetMedical
    - id: HeadSkeleton
    - id: ClothingHeadHatPatologonatHat
    - id: Scalpel
    - id: ClothingHandsGlovesNitrile
    - id: ClothingShoesColorBlack
    - id: RubberStampPath
    - id: ClothingOuterHospitalGown
      amount: 2
