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https://github.com/Aurorastation/Aurora.3.git
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* SDQL2 update * fix that verb * cl * fix that * toworld * this is pointless * update info * siiiiick.. * vv edit update * fix that * fix editing vars * fix VV * Port the /TG/ globals controller. * part 1 * part 2 * oops * part 3 * Hollow Purple * sadas * bsbsdb * muda na agaki ta * ids 1-15 * 16-31 * 41-75 * bring me back to how things used to be before i lost it all * the strength of mayhem * final touches * cl * protect some vars * update sdql2 to use glob * stuff? * forgot that is not defined there * whoops * observ * but it never gets better * a --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
62 lines
2.1 KiB
Plaintext
62 lines
2.1 KiB
Plaintext
/obj/effect/map_effect/door_helper
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layer = DOOR_CLOSED_LAYER + 0.1
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/obj/effect/map_effect/door_helper/Initialize(mapload, ...)
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..()
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for(var/obj/machinery/door/D in loc)
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if(istype(D, /obj/machinery/door/blast) || istype(D, /obj/machinery/door/firedoor))
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continue
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modify_door(D)
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return INITIALIZE_HINT_QDEL
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/obj/effect/map_effect/door_helper/proc/modify_door(obj/machinery/door/D)
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return
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/obj/effect/map_effect/door_helper/unres
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icon_state = "unres_door"
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/obj/effect/map_effect/door_helper/unres/modify_door(obj/machinery/door/D)
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D.unres_dir ^= dir
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/obj/effect/map_effect/door_helper/level_access
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icon_state = "level_door"
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/// Sets access_by_level (access override based on security level) on the airlock this is spawned on.
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/// For more information check the access_by_level variable on the airlock.
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/// Example of an appropriate way to set this: list("red" = list(1, 2))
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/// Alternatively, for a door that is free access on a certain code: list("green" = null)
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var/list/access_by_level
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/// As above, but with req_one_access. Note that only one of these lists should ever be set.
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var/list/req_one_access_by_level
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/obj/effect/map_effect/door_helper/level_access/modify_door(obj/machinery/door/D)
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if(length(access_by_level) && length(req_one_access_by_level))
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crash_with("Airlock access level modifier at [x] [y] [z] spawned with both access lists set.")
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if(isairlock(D))
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var/obj/machinery/door/airlock/A = D
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A.access_by_level = access_by_level
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A.req_one_access_by_level = req_one_access_by_level
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/obj/effect/map_effect/door_helper/level_access/test1
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access_by_level = list("green" = list(ACCESS_SECURITY))
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/obj/effect/map_effect/door_helper/level_access/test2
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req_one_access_by_level = list("green" = list(ACCESS_SECURITY, ACCESS_HEADS))
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/obj/effect/map_effect/door_helper/level_access/command_foyer
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access_by_level = list(
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"green",
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"yellow" = list(19,38,72),
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"blue" = list(19,38,72),
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"red" = list(19,38,72),
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"delta" = list(19,38,72)
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)
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/obj/effect/map_effect/door_helper/level_access/command_stairwell
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access_by_level = list(
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"green" = list(19,28,38),
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"blue" = list(19,38),
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"red" = list(19,38),
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"delta" = list(19,38)
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)
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