- type: entity
  id: LockerBlueShield
  parent: LockerBaseSecure
  name: blue shield officer's locker
  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
  components:
  - type: AccessReader
    access: [["BlueShieldEnsign"]]

- type: entity
  id: LockerPilot
  parent: LockerBaseSecure
  name: security pilot's locker
  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: special security weapons
  components:
  - type: StorageFill
    contents:
    - id: WeaponIonRifle
    - id: WeaponTemperatureGun

- type: entity
  parent: GunSafe
  id: GunSafeSMRTGun
  name: SMART Safe
  description: Heavy reinforced special gun safe delivered from NanoTrasen Smart Arms Division for field testing. Contains the unique Smart gun LMG kit and a heavy energy sniper rifle.
  components:
  - type: StorageFill
    contents:
    - id: ClothingBackpackDuffelWeaponLightMachineGunM492
    - id: ClothingBeltSecurityWebbing
    - id: MagazineLightRifleBeltBoxHP
    - id: MagazineLightRifleBeltBoxIncendiary # All types to manage all variants of threats
    - id: WeaponEnergySniper
  - type: AccessReader
    access: [["CentralCommand"]]
    alertAccesses:
      gamma: GammaAlertAccesses
  - type: Tag
    tags:
    - EmagImmune
    - AccessBreakerImmune
  - type: Godmode
  - type: Transform
    anchored: true
  - type: Anchorable
    flags:
    - Anchorable
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.25,-0.48,0.25,0.48"
        density: 2000
        mask:
        - MachineMask
        layer:
        - MachineLayer

- type: entity
  id: ClosetPatologoanatom
  name: patologoanatom's locker
  parent: LockerBaseSecure
  suffix: Empty
  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
  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

- type: entity
  id: LockerMiningSpecialist
  parent: LockerBaseSecure
  suffix: Empty
  name: mining specialist's equipment
  description: Nevermind the pickaxe.
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
  - type: EntityStorageVisuals
    stateBaseClosed: mining
    stateDoorOpen: mining_open
    stateDoorClosed: mining_door
  - type: AccessReader
    access: [["Mining"]]
    alertAccesses:
      red: RedAlertAccesses
      blue: BlueAlertAccessesHOS
      gamma: GammaAlertAccesses

- type: entity
  id: LockerMiningSpecialistFilled
  parent: LockerMiningSpecialist
  suffix: Filled, Hardsuit
  name: mining specialist's equipment
  description: Nevermind the pickaxe.
  components:
  - type: StorageFill
    contents:
    - id: ClothingOuterHardsuitSalvage
    - id: ToolboxMechanicalFilledAllTools
    - id: ClothingMaskGasExplorer
    - id: AirTankFilled
    - id: RadioHandheld
    - id: OreBag
    - id: Nanopaste
    - id: WeaponProtoKineticAccelerator
    - id: HandHeldMassScanner
    - id: PKAUpgradeRange
      prob: 0.1
    - id: PKAUpgradeFireRate
      prob: 0.1
    - id: PKAUpgradeDamage
      prob: 0.1

# Representative
- type: entity
  id: LockerRepresentative
  name: representative locker
  parent: LockerBaseSecure
  components:
  - type: Appearance
  - type: AccessReader
    access: [["Ntrep"]]
  - type: EntityStorageVisuals
    stateBaseClosed: hop
    stateDoorOpen: hop_open
    stateDoorClosed: representative_door
  # Sunrise-start
  - type: StorageFill
    contents:
    - id: HandheldFax
  # Sunrise-end

- type: entity
  id: LockerRepresentativeEmpty
  name: representative locker
  parent: LockerBaseSecure
  suffix: Empty
  components:
  - type: Appearance
  - type: AccessReader
    access: [["Ntrep"]]
  - type: EntityStorageVisuals
    stateBaseClosed: hop
    stateDoorOpen: hop_open
    stateDoorClosed: representative_door

- type: entity
  id: LockerRepresentativeFilled
  parent: LockerRepresentative
  suffix: Filled
  # Sunrise-start
  # This is now identical to the base LockerRepresentative, kept for compatibility/explicit usage
  # Sunrise-end
#Fish-end

