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adds help intent check for repairing windows
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@@ -196,14 +196,17 @@
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user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
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else if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = I
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if(WT.remove_fuel(0,user))
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user << "<span class='notice'>You begin repairing the [src].</span>"
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playsound(loc, 'sound/items/Welder.ogg', 40, 1)
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if(do_after(user,40,5,1))
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health = maxhealth
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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if(user.a_intent == "help") //so you can still break windows with welding tools
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if(health < maxhealth)
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if(WT.remove_fuel(0,user))
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user << "<span class='notice'>You begin repairing [src].</span>"
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playsound(loc, 'sound/items/Welder.ogg', 40, 1)
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if(do_after(user, 40))
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health = maxhealth
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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else
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user << "<span class='notice'>[src] is already in good condition.</span>"
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update_nearby_icons()
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return
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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if(reinf)
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var/obj/item/stack/sheet/rglass/RG = new (user.loc)
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