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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 20:43:10 +01:00
Fixes #1932 by adding an 'inuse' variable to airlock electronics and setting/checking whether it's in use when constructing doors. Converted airlock_electronics.dm to absolute paths from relative paths.
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@@ -212,17 +212,22 @@
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src.state = 0
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You installed the airlock electronics!</span>"
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src.state = 2
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src.name = "Near finished Airlock Assembly"
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src.electronics = W
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var/obj/item/weapon/airlock_electronics/EL = W
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if(!EL.inuse)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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EL.inuse = 1
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if(do_after(user, 40))
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EL.inuse = 0
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if(!src) return
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user.drop_item()
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EL.forceMove(src)
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user << "<span class='notice'>You installed the airlock electronics!</span>"
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src.state = 2
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src.name = "Near finished Airlock Assembly"
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src.electronics = EL
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else
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EL.inuse = 0
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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//This should never happen, but just in case I guess
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@@ -167,19 +167,21 @@ obj/structure/windoor_assembly/Destroy()
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "Near finished Windoor Assembly"
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src.electronics = W
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else
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W.loc = src.loc
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var/obj/item/weapon/airlock_electronics/EL = W
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if(!EL.inuse)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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EL.inuse = 1
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if(do_after(user, 40))
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EL.inuse = 0
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if(!src) return
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user.drop_item()
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EL.forceMove(src)
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "Near finished Windoor Assembly"
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src.electronics = EL
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else
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EL.inuse = 0
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
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