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Merge pull request #10025 from phil235/WindowBugFix
Two window/windoor bugfixes
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@@ -218,18 +218,17 @@
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state = (state == 0 ? 1 : 0)
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user << (state == 1 ? "<span class='notice'>You pry the window into the frame.</span>" : "<span class='notice'>You pry the window out of the frame.</span>")
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else if(istype(I, /obj/item/weapon/weldingtool))
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else if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == "help")
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var/obj/item/weapon/weldingtool/WT = I
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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='warning'>[src] is already in good condition!</span>"
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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='warning'>[src] is already in good condition!</span>"
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update_nearby_icons()
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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