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https://github.com/Bubberstation/Bubberstation.git
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Merge pull request #11433 from Core0verload/framed
Buttons and wall frames rework
This commit is contained in:
@@ -37,9 +37,9 @@
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/device/multitool(src)
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new /obj/item/device/multitool(src)
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new /obj/item/device/multitool(src)
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@@ -11,7 +11,7 @@
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var/icontext = ""
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var/base_icon_state = "door_as_"
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var/glass_base_icon_state = "door_as_g"
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/obj/item/weapon/electronics/airlock/electronics = null
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/created_name = null
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@@ -506,7 +506,7 @@
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src.state = 0
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src.name = "secured airlock assembly"
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
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else if(istype(W, /obj/item/weapon/electronics/airlock) && 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.", \
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"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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@@ -534,9 +534,9 @@
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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src.state = 1
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src.name = "wired airlock assembly"
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var/obj/item/weapon/airlock_electronics/ae
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var/obj/item/weapon/electronics/airlock/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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ae = new/obj/item/weapon/electronics/airlock( src.loc )
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else
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ae = electronics
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electronics = null
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@@ -176,10 +176,11 @@ var/global/list/crematoriums = new/list()
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for(var/mob/living/M in contents)
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if (M.stat!=2)
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M.emote("scream")
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//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
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//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
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user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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if(user)
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user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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else
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log_attack("\[[time_stamp()]\] <b>UNKNOWN</b> cremated <b>[M]/[M.ckey]</b>")
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M.death(1)
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M.ghostize()
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qdel(M)
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@@ -194,26 +195,6 @@ var/global/list/crematoriums = new/list()
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update_icon()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
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/*
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Crematorium Switch
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*/
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/obj/machinery/crema_switch/attack_hand(mob/user)
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if(src.allowed(usr))
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for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
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if (C.id != id)
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continue
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C.cremate(user)
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else
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usr << "<span class='danger'>Access denied.</span>"
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return
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/obj/machinery/crema_switch/attackby(obj/item/W, mob/user, params)
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if(W.GetID())
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attack_hand(user)
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else
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return ..()
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/*
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* Generic Tray
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@@ -286,4 +267,4 @@ Crematorium Switch
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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else
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return 0
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return 0
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@@ -19,7 +19,7 @@
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/obj/item/weapon/electronics/airlock/electronics = null
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var/created_name = null
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//Vars to help with the icon's name
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@@ -189,7 +189,7 @@
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name = "anchored windoor assembly"
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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))
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else if(istype(W, /obj/item/weapon/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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@@ -219,7 +219,7 @@
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return
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae
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var/obj/item/weapon/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.loc = loc
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