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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 21:18:37 +01:00
Merge pull request #5069 from phil235/WindoorDeconstruction
Adds windoor deconstruction & bug fixes
This commit is contained in:
@@ -20,11 +20,12 @@ obj/structure/windoor_assembly
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/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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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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var/secure = 0 //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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obj/structure/windoor_assembly/New(dir=NORTH)
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..()
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@@ -42,7 +43,7 @@ obj/structure/windoor_assembly/Destroy()
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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@@ -93,11 +94,20 @@ obj/structure/windoor_assembly/Destroy()
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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user << "<span class='warning'>There is already a windoor in that location.</span>"
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return
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || src.anchored)
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return
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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user << "<span class='warning'>There is already a windoor in that location.</span>"
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return
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user << "<span class='notice'>You've secured the windoor assembly!</span>"
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src.anchored = 1
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if(src.secure)
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@@ -111,7 +121,8 @@ obj/structure/windoor_assembly/Destroy()
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || !src.anchored)
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return
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user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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src.anchored = 0
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if(src.secure)
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@@ -128,11 +139,12 @@ obj/structure/windoor_assembly/Destroy()
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user << "<span class='notice'>You start to reinforce the windoor with plasteel.</span>"
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if(do_after(user,40))
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if(!src) return
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if(!src || secure)
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return
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P.use(2)
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user << "<span class='notice'>You reinforce the windoor.</span>"
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src.secure = "secure_"
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src.secure = 1
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if(src.anchored)
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src.name = "secure anchored windoor assembly"
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else
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@@ -143,7 +155,8 @@ obj/structure/windoor_assembly/Destroy()
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || !src.anchored || src.state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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CC.use(1)
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user << "<span class='notice'>You wire the windoor!</span>"
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@@ -163,26 +176,28 @@ obj/structure/windoor_assembly/Destroy()
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || src.state != "02")
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return
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user << "<span class='notice'>You cut the windoor wires!</span>"
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "secure wired windoor assembly"
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src.name = "secure anchored windoor assembly"
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else
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src.name = "wired windoor assembly"
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src.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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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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user.drop_item()
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W.loc = src
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if(do_after(user, 40))
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if(!src) return
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user.drop_item()
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W.loc = src
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if(!src || src.electronics)
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W.loc = src.loc
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return
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "near finished windoor assembly"
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src.electronics = W
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@@ -198,16 +213,24 @@ obj/structure/windoor_assembly/Destroy()
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || !electronics)
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return
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user << "<span class='notice'>You've removed the airlock electronics!</span>"
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src.name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics) //This shouldnt happen, but if it does, lets not crash and runtime.
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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ae = electronics
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electronics = null
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ae.loc = src.loc
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else if(istype(W, /obj/item/weapon/pen))
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var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && src.loc != usr)
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return
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created_name = t
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return
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//Crowbar to complete the assembly, Step 7 complete.
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@@ -221,44 +244,51 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src) return
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if(src.loc && src.electronics)
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor!</span>"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.density = 0
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if(src.electronics.use_one_access)
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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if(created_name)
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windoor.name = created_name
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windoor.close()
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor!</span>"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.density = 0
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.density = 0
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if(src.electronics.use_one_access)
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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windoor.close()
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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if(created_name)
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windoor.name = created_name
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windoor.close()
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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windoor.close()
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qdel(src)
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