diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm
index 553122c43fb..f447bc1f405 100644
--- a/code/game/objects/structures/door_assembly.dm
+++ b/code/game/objects/structures/door_assembly.dm
@@ -318,8 +318,10 @@ obj/structure/door_assembly
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
- if(!t) return
- if(!in_range(src, usr) && src.loc != usr) return
+ if(!t)
+ return
+ if(!in_range(src, usr) && src.loc != usr)
+ return
created_name = t
return
@@ -343,7 +345,8 @@ obj/structure/door_assembly
icontype = input(user, "Please select a paintjob for this airlock.") in optionlist
- if((!in_range(src, usr) && src.loc != usr) || !WT.use(user)) return
+ if((!in_range(src, usr) && src.loc != usr) || !WT.use(user))
+ return
var/has_solid = 0
var/has_glass = 0
switch(icontype)
@@ -414,7 +417,7 @@ obj/structure/door_assembly
if(mineral && mineral != "glass")
mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
- user << "\blue You change the paintjob on the airlock assembly."
+ user << " You change the paintjob on the airlock assembly."
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
@@ -423,8 +426,9 @@ obj/structure/door_assembly
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40))
- if(!src || !WT.isOn()) return
- user << "\blue You've dissasembled the airlock assembly."
+ if(!src || !WT.isOn())
+ return
+ user << " You've disassembled the airlock assembly."
new /obj/item/stack/sheet/metal(get_turf(src), 4)
if (mineral)
if (mineral == "glass")
@@ -435,7 +439,7 @@ obj/structure/door_assembly
new M(get_turf(src))
qdel(src)
else
- user << "\blue You need more welding fuel to dissassemble the airlock assembly."
+ user << " You need more welding fuel to dissassemble the airlock assembly."
return
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
@@ -443,8 +447,9 @@ obj/structure/door_assembly
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've secured the airlock assembly."
+ if(!src || src.anchored )
+ return
+ user << " You've secured the airlock assembly."
src.name = "secured airlock assembly"
src.anchored = 1
@@ -452,8 +457,9 @@ obj/structure/door_assembly
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've unsecured the airlock assembly."
+ if(!src || !src.anchored )
+ return
+ user << " You've unsecured the airlock assembly."
src.name = "airlock assembly"
src.anchored = 0
@@ -461,10 +467,11 @@ obj/structure/door_assembly
var/obj/item/stack/cable_coil/coil = W
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40))
- if(!src) return
+ if(!src)
+ return
coil.use(1)
src.state = 1
- user << "\blue You've wired the airlock assembly."
+ user << " You've wired the airlock assembly."
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
@@ -472,8 +479,9 @@ obj/structure/door_assembly
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've cut the wires from the airlock assembly."
+ if(!src || src.state != 1 )
+ return
+ user << " You've cut the wires from the airlock assembly."
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "secured airlock assembly"
@@ -485,8 +493,9 @@ obj/structure/door_assembly
W.loc = src
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've installed the airlock electronics."
+ if(!src || src.state != 1 )
+ return
+ user << " You've installed the airlock electronics."
src.state = 2
src.name = "near finished airlock assembly"
src.electronics = W
@@ -500,8 +509,9 @@ obj/structure/door_assembly
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove the electronics from the airlock assembly.")
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've removed the airlock electronics."
+ if( !src || src.state != 2 )
+ return
+ user << " You've removed the airlock electronics."
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/airlock_electronics/ae
@@ -519,7 +529,7 @@ obj/structure/door_assembly
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
- user << "\blue You've installed reinforced glass windows into the airlock assembly."
+ user << " You've installed reinforced glass windows into the airlock assembly."
G.use(1)
mineral = "glass"
name = "near finished window airlock assembly"
@@ -541,7 +551,7 @@ obj/structure/door_assembly
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
- user << "\blue You've installed [M] plating into the airlock assembly."
+ user << " You've installed [M] plating into the airlock assembly."
G.use(2)
mineral = "[M]"
name = "near finished [M] airlock assembly"
@@ -552,11 +562,12 @@ obj/structure/door_assembly
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
- user << "\blue You start finishing the airlock."
+ user.visible_message("[user] finishes the airlock.", "You start finishing the airlock.")
if(do_after(user, 40))
- if(!src) return
- user << "\blue You've finished the airlock."
+ if(!src)
+ return
+ user << " You've finished the airlock."
var/obj/machinery/door/airlock/door
if(mineral == "glass")
door = new src.glass_type( src.loc )
@@ -580,4 +591,4 @@ obj/structure/door_assembly
icon_state = "[base_icon_state][state]"
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
//represents what state it's in. So the most generic algorithm for the correct updating of
- //this is simply to change the number.
\ No newline at end of file
+ //this is simply to change the number.