More name fixing, lowercasing objects, proper-ing unique objects, plural-ing some stuff that needs it.

This commit is contained in:
Kyrah Abattoir
2014-05-01 23:07:35 +02:00
parent b71d5e89d7
commit 997e1310c5
20 changed files with 88 additions and 87 deletions
@@ -1,6 +1,6 @@
//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "Fire Axe Cabinet"
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/twohanded/fireaxe/fireaxe = new/obj/item/weapon/twohanded/fireaxe
icon_state = "fireaxe1000"
@@ -36,7 +36,7 @@
* Chef
*/
/obj/structure/closet/chefcloset
name = "chef's closet"
name = "\proper chef's closet"
desc = "It's a storage unit for foodservice garments."
icon_state = "black"
icon_closed = "black"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/bar
name = "Booze"
name = "booze storage"
req_access = list(access_bar)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/cargotech
name = "Cargo Technician's Locker"
name = "cargo technician's locker"
req_access = list(access_cargo)
icon_state = "securecargo1"
icon_closed = "securecargo"
@@ -20,7 +20,7 @@
return
/obj/structure/closet/secure_closet/quartermaster
name = "Quartermaster's Locker"
name = "\proper quartermaster's locker"
req_access = list(access_qm)
icon_state = "secureqm1"
icon_closed = "secureqm"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/engineering_chief
name = "Chief Engineer's Locker"
name = "\proper chief engineer's locker"
req_access = list(access_ce)
icon_state = "securece1"
icon_closed = "securece"
@@ -35,7 +35,7 @@
/obj/structure/closet/secure_closet/engineering_electrical
name = "Electrical Supplies"
name = "electrical supplies locker"
req_access = list(access_engine_equip)
icon_state = "secureengelec1"
icon_closed = "secureengelec"
@@ -64,7 +64,7 @@
/obj/structure/closet/secure_closet/engineering_welding
name = "Welding Supplies"
name = "welding supplies locker"
req_access = list(access_engine_equip)
icon_state = "secureengweld1"
icon_closed = "secureengweld"
@@ -88,7 +88,7 @@
/obj/structure/closet/secure_closet/engineering_personal
name = "Engineer's Locker"
name = "engineer's locker"
req_access = list(access_engine_equip)
icon_state = "secureeng1"
icon_closed = "secureeng"
@@ -13,7 +13,7 @@
icon_state = icon_opened
/obj/structure/closet/secure_closet/freezer/kitchen
name = "Kitchen Cabinet"
name = "kitchen Cabinet"
req_access = list(access_kitchen)
New()
@@ -31,7 +31,7 @@
/obj/structure/closet/secure_closet/freezer/meat
name = "Meat Fridge"
name = "meat fridge"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
@@ -50,7 +50,7 @@
/obj/structure/closet/secure_closet/freezer/fridge
name = "Refrigerator"
name = "refrigerator"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
@@ -73,7 +73,7 @@
/obj/structure/closet/secure_closet/freezer/money
name = "Freezer"
name = "freezer"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/hydroponics
name = "Botanist's locker"
name = "botanist's locker"
req_access = list(access_hydroponics)
icon_state = "hydrosecure1"
icon_closed = "hydrosecure"
@@ -95,7 +95,7 @@
/obj/structure/closet/secure_closet/CMO
name = "chief medical officer's locker"
name = "\proper chief medical officer's locker"
req_access = list(access_cmo)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/scientist
name = "Scientist's Locker"
name = "scientist's locker"
req_access = list(access_tox_storage)
icon_state = "secureres1"
icon_closed = "secureres"
@@ -23,7 +23,7 @@
/obj/structure/closet/secure_closet/RD
name = "Research Director's Locker"
name = "\proper research director's locker"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/captains
name = "captain's locker"
name = "\proper captain's locker"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
@@ -31,7 +31,7 @@
/obj/structure/closet/secure_closet/hop
name = "head of personnel's locker"
name = "\proper head of personnel's locker"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
@@ -60,7 +60,7 @@
/obj/structure/closet/secure_closet/hos
name = "head of security's locker"
name = "\proper head of security's locker"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
@@ -90,7 +90,7 @@
/obj/structure/closet/secure_closet/warden
name = "warden's locker"
name = "\proper warden's locker"
req_access = list(access_armory)
icon_state = "wardensecure1"
icon_closed = "wardensecure"
@@ -187,7 +187,7 @@
/obj/structure/closet/secure_closet/detective
name = "detective's cabinet"
name = "\proper detective's cabinet"
req_access = list(access_forensics_lockers)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
@@ -68,7 +68,7 @@
//Sad trombone
if(pickednum == 1)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
P.name = "IOU"
P.name = "\improper IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
@@ -39,7 +39,7 @@
return
/obj/structure/closet/wardrobe/hos
name = "head of security wardrobe"
name = "\proper head of security's wardrobe"
icon_state = "red"
icon_closed = "red"
@@ -200,7 +200,7 @@
/obj/structure/closet/wardrobe/pjs
name = "Pajama wardrobe"
name = "pajama wardrobe"
icon_state = "white"
icon_closed = "white"
@@ -17,7 +17,7 @@
/obj/structure/closet/crate/internals
desc = "A internals crate."
name = "Internals crate"
name = "internals crate"
icon = 'icons/obj/storage.dmi'
icon_state = "o2crate"
density = 1
@@ -26,7 +26,7 @@
/obj/structure/closet/crate/trashcart
desc = "A heavy, metal trashcart with wheels."
name = "Trash Cart"
name = "trash cart"
icon = 'icons/obj/storage.dmi'
icon_state = "trashcart"
density = 1
@@ -55,7 +55,7 @@
/obj/structure/closet/crate/medical
desc = "A medical crate."
name = "Medical crate"
name = "medical crate"
icon = 'icons/obj/storage.dmi'
icon_state = "medicalcrate"
density = 1
@@ -64,7 +64,7 @@
/obj/structure/closet/crate/rcd
desc = "A crate for the storage of the RCD."
name = "RCD crate"
name = "\improper RCD crate"
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
density = 1
@@ -73,7 +73,7 @@
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "Freezer"
name = "freezer"
icon = 'icons/obj/storage.dmi'
icon_state = "freezer"
density = 1
@@ -103,7 +103,7 @@
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "Radioactive gear crate"
name = "radioactive gear crate"
icon = 'icons/obj/storage.dmi'
icon_state = "radiation"
density = 1
@@ -112,7 +112,7 @@
/obj/structure/closet/crate/secure/weapon
desc = "A secure weapons crate."
name = "Weapons crate"
name = "weapons crate"
icon = 'icons/obj/storage.dmi'
icon_state = "weaponcrate"
density = 1
@@ -121,7 +121,7 @@
/obj/structure/closet/crate/secure/plasma
desc = "A secure plasma crate."
name = "Plasma crate"
name = "plasma crate"
icon = 'icons/obj/storage.dmi'
icon_state = "plasmacrate"
density = 1
@@ -130,7 +130,7 @@
/obj/structure/closet/crate/secure/gear
desc = "A secure gear crate."
name = "Gear crate"
name = "gear crate"
icon = 'icons/obj/storage.dmi'
icon_state = "secgearcrate"
density = 1
@@ -148,7 +148,7 @@
/obj/structure/closet/crate/secure/bin
desc = "A secure bin."
name = "Secure bin"
name = "secure bin"
icon_state = "largebins"
icon_opened = "largebinsopen"
icon_closed = "largebins"
@@ -159,7 +159,7 @@
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "Secure crate"
name = "secure crate"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
@@ -172,7 +172,7 @@
health = 1000
/obj/structure/closet/crate/hydroponics
name = "Hydroponics crate"
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon = 'icons/obj/storage.dmi'
icon_state = "hydrocrate"
+31 -31
View File
@@ -60,7 +60,7 @@ obj/structure/door_assembly
icon_state = "door_as_gsec1"
/obj/structure/door_assembly/door_assembly_eng
name = "Engineering Airlock Assembly"
name = "engineering airlock assembly"
icon_state = "door_as_eng1"
glass_base_icon_state = "door_as_geng"
typetext = "engineering"
@@ -76,7 +76,7 @@ obj/structure/door_assembly
icon_state = "door_as_geng1"
/obj/structure/door_assembly/door_assembly_min
name = "Mining Airlock Assembly"
name = "mining airlock assembly"
icon_state = "door_as_min1"
glass_base_icon_state = "door_as_gmin"
typetext = "mining"
@@ -92,7 +92,7 @@ obj/structure/door_assembly
icon_state = "door_as_gmin1"
/obj/structure/door_assembly/door_assembly_atmo
name = "Atmospherics Airlock Assembly"
name = "atmospherics airlock assembly"
icon_state = "door_as_atmo1"
glass_base_icon_state = "door_as_gatmo"
typetext = "atmos"
@@ -108,7 +108,7 @@ obj/structure/door_assembly
icon_state = "door_as_gatmo1"
/obj/structure/door_assembly/door_assembly_research
name = "Research Airlock Assembly"
name = "research airlock assembly"
icon_state = "door_as_res1"
glass_base_icon_state = "door_as_gres"
typetext = "research"
@@ -124,7 +124,7 @@ obj/structure/door_assembly
icon_state = "door_as_gres1"
/obj/structure/door_assembly/door_assembly_science
name = "Science Airlock Assembly"
name = "science airlock assembly"
icon_state = "door_as_sci1"
glass_base_icon_state = "door_as_gsci"
typetext = "science"
@@ -140,7 +140,7 @@ obj/structure/door_assembly
icon_state = "door_as_gsci1"
/obj/structure/door_assembly/door_assembly_med
name = "Medical Airlock Assembly"
name = "medical airlock assembly"
icon_state = "door_as_med1"
typetext = "medical"
icontext = "med"
@@ -154,7 +154,7 @@ obj/structure/door_assembly
icon_state = "door_as_gmed1"
/obj/structure/door_assembly/door_assembly_mai
name = "Maintenance Airlock Assembly"
name = "maintenance airlock assembly"
icon_state = "door_as_mai1"
typetext = "maintenance"
icontext = "mai"
@@ -164,7 +164,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_ext
name = "External Airlock Assembly"
name = "external airlock assembly"
icon_state = "door_as_ext1"
typetext = "external"
icontext = "ext"
@@ -174,7 +174,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_fre
name = "Freezer Airlock Assembly"
name = "freezer airlock assembly"
icon_state = "door_as_fre1"
typetext = "freezer"
icontext = "fre"
@@ -184,7 +184,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_hatch
name = "Airtight Hatch Assembly"
name = "airtight hatch assembly"
icon_state = "door_as_hatch1"
typetext = "hatch"
icontext = "hatch"
@@ -194,7 +194,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_mhatch
name = "Maintenance Hatch Assembly"
name = "maintenance hatch assembly"
icon_state = "door_as_mhatch1"
typetext = "maintenance_hatch"
icontext = "mhatch"
@@ -204,7 +204,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_glass
name = "Glass Airlock Assembly"
name = "glass airlock assembly"
icon_state = "door_as_g1"
airlock_type = /obj/machinery/door/airlock/glass
anchored = 1
@@ -213,7 +213,7 @@ obj/structure/door_assembly
mineral = "glass"
/obj/structure/door_assembly/door_assembly_gold
name = "Gold Airlock Assembly"
name = "gold airlock assembly"
icon_state = "door_as_gold1"
airlock_type = /obj/machinery/door/airlock/gold
anchored = 1
@@ -222,7 +222,7 @@ obj/structure/door_assembly
mineral = "gold"
/obj/structure/door_assembly/door_assembly_silver
name = "Silver Airlock Assembly"
name = "silver airlock assembly"
icon_state = "door_as_silver1"
airlock_type = /obj/machinery/door/airlock/silver
anchored = 1
@@ -231,7 +231,7 @@ obj/structure/door_assembly
mineral = "silver"
/obj/structure/door_assembly/door_assembly_diamond
name = "Diamond Airlock Assembly"
name = "diamond airlock assembly"
icon_state = "door_as_diamond1"
airlock_type = /obj/machinery/door/airlock/diamond
anchored = 1
@@ -240,7 +240,7 @@ obj/structure/door_assembly
mineral = "diamond"
/obj/structure/door_assembly/door_assembly_uranium
name = "Uranium Airlock Assembly"
name = "uranium airlock assembly"
icon_state = "door_as_uranium1"
airlock_type = /obj/machinery/door/airlock/uranium
anchored = 1
@@ -249,7 +249,7 @@ obj/structure/door_assembly
mineral = "uranium"
/obj/structure/door_assembly/door_assembly_plasma
name = "Plasma Airlock Assembly"
name = "plasma airlock assembly"
icon_state = "door_as_plasma1"
airlock_type = /obj/machinery/door/airlock/plasma
anchored = 1
@@ -258,7 +258,7 @@ obj/structure/door_assembly
mineral = "plasma"
/obj/structure/door_assembly/door_assembly_clown
name = "Bananium Airlock Assembly"
name = "bananium airlock assembly"
desc = "Honk"
icon_state = "door_as_clown1"
airlock_type = /obj/machinery/door/airlock/clown
@@ -268,7 +268,7 @@ obj/structure/door_assembly
mineral = "clown"
/obj/structure/door_assembly/door_assembly_sandstone
name = "Sandstone Airlock Assembly"
name = "sandstone airlock assembly"
icon_state = "door_as_sandstone1"
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = 1
@@ -277,7 +277,7 @@ obj/structure/door_assembly
mineral = "sandstone"
/obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
name = "High Tech Security Assembly"
name = "high security airlock assembly"
icon_state = "door_as_highsec1"
typetext = "highsecurity"
icontext = "highsec"
@@ -287,7 +287,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_vault
name = "Vault Door Assembly"
name = "vault door assembly"
icon_state = "door_as_vault1"
typetext = "vault"
icontext = "vault"
@@ -297,7 +297,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_shuttle
name = "Shuttle Airlock Assembly"
name = "shuttle airlock assembly"
icon_state = "door_as_shuttle1"
typetext = "shuttle"
icontext = "shuttle"
@@ -307,7 +307,7 @@ obj/structure/door_assembly
state = 1
/obj/structure/door_assembly/door_assembly_wood
name = "Wooden Airlock Assembly"
name = "wooden airlock assembly"
icon_state = "door_as_wood1"
airlock_type = /obj/machinery/door/airlock/wood
anchored = 1
@@ -445,7 +445,7 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(!src) return
user << "\blue You've secured the airlock assembly."
src.name = "Secured Airlock Assembly"
src.name = "secured airlock assembly"
src.anchored = 1
else if(istype(W, /obj/item/weapon/wrench) && anchored )
@@ -454,7 +454,7 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(!src) return
user << "\blue You've unsecured the airlock assembly."
src.name = "Airlock Assembly"
src.name = "airlock assembly"
src.anchored = 0
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored )
@@ -465,7 +465,7 @@ obj/structure/door_assembly
coil.use(1)
src.state = 1
user << "\blue You've wired the airlock assembly."
src.name = "Wired Airlock Assembly"
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -476,7 +476,7 @@ obj/structure/door_assembly
user << "\blue 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"
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -488,7 +488,7 @@ obj/structure/door_assembly
if(!src) return
user << "\blue You've installed the airlock electronics."
src.state = 2
src.name = "Near finished Airlock Assembly"
src.name = "near finished airlock assembly"
src.electronics = W
else
W.loc = src.loc
@@ -503,7 +503,7 @@ obj/structure/door_assembly
if(!src) return
user << "\blue You've removed the airlock electronics."
src.state = 1
src.name = "Wired Airlock Assembly"
src.name = "wired airlock assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
@@ -522,7 +522,7 @@ obj/structure/door_assembly
user << "\blue You've installed reinforced glass windows into the airlock assembly."
G.use(1)
mineral = "glass"
name = "Near finished Window Airlock Assembly"
name = "near finished window airlock assembly"
//This list contains the airlock paintjobs that have a glass version:
if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min"))
src.airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
@@ -544,7 +544,7 @@ obj/structure/door_assembly
user << "\blue You've installed [M] plating into the airlock assembly."
G.use(2)
mineral = "[M]"
name = "Near finished [M] Airlock Assembly"
name = "near finished [M] airlock assembly"
airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
base_icon_state = "door_as_[M]"
glass_base_icon_state = "door_as_g"
+1
View File
@@ -44,6 +44,7 @@
name = "grass"
icon = 'icons/obj/flora/snowflora.dmi'
anchored = 1
gender = PLURAL //"this is grass" not "this is a grass"
/obj/structure/flora/grass/brown
icon_state = "snowgrass1bb"
@@ -1,7 +1,7 @@
//////Kitchen Spike
/obj/structure/kitchenspike
name = "a meat spike"
name = "meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals"
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/structure/lamarr
name = "Lab Cage"
name = "lab cage"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "labcage1"
desc = "A glass lab container for storing interesting creatures."
+1 -1
View File
@@ -11,7 +11,7 @@
*/
/obj/structure/morgue
name = "morgue"
name = "Morgue"
desc = "Used to keep bodies in until someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
+3 -3
View File
@@ -51,7 +51,7 @@
icon_state = "shock"
/obj/structure/sign/examroom
name = "\improper EXAM"
name = "\improper EXAM ROOM"
desc = "A guidance sign which reads 'EXAM ROOM'"
icon_state = "examroom"
@@ -61,8 +61,8 @@
icon_state = "space"
/obj/structure/sign/deathsposal
name = "\improper DISPOSAL LEADS TO SPACE"
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
name = "\improper DISPOSAL: LEADS TO SPACE"
desc = "A warning sign which reads 'DISPOSAL: LEADS TO SPACE'"
icon_state = "deathsposal"
/obj/structure/sign/pods
@@ -12,7 +12,7 @@
obj/structure/windoor_assembly
icon = 'icons/obj/doors/windoor.dmi'
name = "Windoor Assembly"
name = "windoor Assembly"
icon_state = "l_windoor_assembly01"
anchored = 0
density = 0
@@ -102,9 +102,9 @@ obj/structure/windoor_assembly/Destroy()
user << "\blue You've secured the windoor assembly!"
src.anchored = 1
if(src.secure)
src.name = "Secure Anchored Windoor Assembly"
src.name = "secure anchored windoor assembly"
else
src.name = "Anchored Windoor Assembly"
src.name = "anchored windoor assembly"
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
@@ -116,9 +116,9 @@ obj/structure/windoor_assembly/Destroy()
user << "\blue You've unsecured the windoor assembly!"
src.anchored = 0
if(src.secure)
src.name = "Secure Windoor Assembly"
src.name = "secure windoor assembly"
else
src.name = "Windoor Assembly"
src.name = "windoor assembly"
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
@@ -135,9 +135,9 @@ obj/structure/windoor_assembly/Destroy()
user << "\blue You reinforce the windoor."
src.secure = "secure_"
if(src.anchored)
src.name = "Secure Anchored Windoor Assembly"
src.name = "secure anchored windoor assembly"
else
src.name = "Secure Windoor Assembly"
src.name = "secure windoor assembly"
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
@@ -150,9 +150,9 @@ obj/structure/windoor_assembly/Destroy()
user << "\blue You wire the windoor!"
src.state = "02"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
src.name = "secure wired windoor assembly"
else
src.name = "Wired Windoor Assembly"
src.name = "wired windoor assembly"
else
..()
@@ -170,9 +170,9 @@ obj/structure/windoor_assembly/Destroy()
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
src.name = "secure wired windoor assembly"
else
src.name = "Wired Windoor Assembly"
src.name = "wired windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
@@ -185,7 +185,7 @@ obj/structure/windoor_assembly/Destroy()
user.drop_item()
W.loc = src
user << "\blue You've installed the airlock electronics!"
src.name = "Near finished Windoor Assembly"
src.name = "near finished windoor assembly"
src.electronics = W
else
W.loc = src.loc
@@ -201,7 +201,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
user << "\blue You've removed the airlock electronics!"
src.name = "Wired Windoor Assembly"
src.name = "wired windoor assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics) //This shouldnt happen, but if it does, lets not crash and runtime.
ae = new/obj/item/weapon/airlock_electronics( src.loc )