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Firelock fixes
Fixes firelocks producing intact electronics when broken. Allows firelocks to be damaged by melee weapons and repaired. Swaps anchored and unanchored assembly icons, so that the assembly starts to look progressively more like the final product as it is constructed.
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@@ -186,13 +186,14 @@
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add_fingerprint(user)
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if(operating)
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return//Already doing something.
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if(istype(C, /obj/item/weapon/weldingtool))
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if(istype(C, /obj/item/weapon/weldingtool) && !repairing)
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var/obj/item/weapon/weldingtool/W = C
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if(W.remove_fuel(0, user))
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blocked = !blocked
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user.visible_message("<span class='danger'>\The [user] [blocked ? "welds" : "unwelds"] \the [src] with \a [W].</span>",\
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"You [blocked ? "weld" : "unweld"] \the [src] with \the [W].",\
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"You hear something being welded.")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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update_icon()
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return
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@@ -203,7 +204,7 @@
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update_icon()
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return
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if(blocked && istype(C, /obj/item/weapon/crowbar))
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if(blocked && istype(C, /obj/item/weapon/crowbar) && !repairing)
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if(!hatch_open)
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user << "<span class='danger'>You must open the maintenance hatch first!</span>"
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else
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@@ -215,7 +216,11 @@
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user.visible_message("<span class='danger'>[user] has removed the electronics from \the [src].</span>",
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"You have removed the electronics from [src].")
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new/obj/item/weapon/airalarm_electronics(src.loc)
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if (stat & BROKEN)
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new /obj/item/weapon/circuitboard/broken(src.loc)
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else
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new/obj/item/weapon/airalarm_electronics(src.loc)
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var/obj/structure/firedoor_assembly/FA = new/obj/structure/firedoor_assembly(src.loc)
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FA.anchored = 1
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FA.density = 1
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@@ -225,10 +230,10 @@
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return
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if(blocked)
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user << "<span class='danger'>\The [src] is welded solid!</span>"
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user << "<span class='danger'>\The [src] is welded shut!</span>"
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return
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if(istype(C, /obj/item/weapon/crowbar) || istype(C,/obj/item/weapon/melee/energy/blade) || istype(C,/obj/item/weapon/twohanded/fireaxe))
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if(istype(C, /obj/item/weapon/crowbar) || istype(C,/obj/item/weapon/twohanded/fireaxe))
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if(operating)
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return
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@@ -263,6 +268,8 @@
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spawn(0)
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close()
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return
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return ..()
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// CHECK PRESSURE
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/obj/machinery/door/firedoor/process()
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