Fixed windoors becoming a fountain of infinite airlock electronics, added a check to see if it had electronics in it. Fixes issue 1273.

Windoors now automatically close after being constructed like regular airlocks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5718 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2013-02-17 00:09:11 +00:00
parent a5bec908b0
commit 0bfd3feef6
@@ -178,6 +178,9 @@ obj/structure/windoor_assembly/Del()
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(istype(W, /obj/item/weapon/screwdriver))
if(!electronics)
return
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
@@ -186,7 +189,7 @@ obj/structure/windoor_assembly/Del()
user << "\blue You've removed the airlock electronics!"
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
if (!electronics) //This shouldnt happen, but if it does, lets not crash and runtime.
ae = new/obj/item/weapon/airlock_electronics( src.loc )
else
ae = electronics
@@ -224,6 +227,7 @@ obj/structure/windoor_assembly/Del()
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
windoor.close()
else
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
if(src.facing == "l")
@@ -238,7 +242,7 @@ obj/structure/windoor_assembly/Del()
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
windoor.close()
del(src)