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## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
341 lines
10 KiB
Plaintext
341 lines
10 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
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//machineryness
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/obj/structure/mineral_door
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name = "iron door"
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density = TRUE
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anchored = TRUE
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opacity = TRUE
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layer = CLOSED_DOOR_LAYER
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material_flags = MATERIAL_EFFECTS
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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armor_type = /datum/armor/structure_mineral_door
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can_atmos_pass = ATMOS_PASS_DENSITY
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rad_insulation = RAD_MEDIUM_INSULATION
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material_flags = MATERIAL_EFFECTS
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material_modifier = 0.25
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var/door_opened = FALSE //if it's open or not.
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var/isSwitchingStates = FALSE //don't try to change stats if we're already opening
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var/close_delay = -1 //-1 if does not auto close.
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var/openSound = 'sound/effects/stonedoor_openclose.ogg'
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var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
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var/sheetType = /obj/item/stack/sheet/iron //what we're made of
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var/sheetAmount = 10 //how much it takes to construct us.
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/datum/armor/structure_mineral_door
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melee = 10
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energy = 100
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bomb = 10
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fire = 50
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acid = 50
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/obj/structure/mineral_door/Initialize(mapload)
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. = ..()
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var/obj/item/stack/initialized_mineral = new sheetType // Okay this kinda sucks.
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set_custom_materials(initialized_mineral.mats_per_unit, sheetAmount)
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qdel(initialized_mineral)
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air_update_turf(TRUE, TRUE)
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/obj/structure/mineral_door/Destroy()
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if(!door_opened)
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air_update_turf(TRUE, FALSE)
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. = ..()
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/obj/structure/mineral_door/Move()
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var/turf/T = loc
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. = ..()
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if(!door_opened)
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move_update_air(T)
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/obj/structure/mineral_door/Bumped(atom/movable/AM)
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..()
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if(!door_opened)
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return TryToSwitchState(AM)
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/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(iscyborg(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/mineral_door/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/mineral_door/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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return TryToSwitchState(user)
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/obj/structure/mineral_door/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(istype(mover, /obj/effect/beam))
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return !opacity
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/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates || !anchored)
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return
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if(isliving(user))
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var/mob/living/matters = user
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if(matters.client)
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if(iscarbon(matters))
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var/mob/living/carbon/carbon_user = matters
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if(!carbon_user.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(ismecha(user))
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SwitchState()
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/obj/structure/mineral_door/proc/SwitchState()
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if(door_opened)
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Close()
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else
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Open()
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/obj/structure/mineral_door/proc/Open()
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isSwitchingStates = TRUE
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playsound(src, openSound, 100, TRUE)
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set_opacity(FALSE)
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flick("[initial(icon_state)]opening",src)
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sleep(1 SECONDS)
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set_density(FALSE)
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door_opened = TRUE
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layer = OPEN_DOOR_LAYER
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air_update_turf(TRUE, FALSE)
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update_appearance()
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isSwitchingStates = FALSE
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if(close_delay != -1)
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addtimer(CALLBACK(src, PROC_REF(Close)), close_delay)
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/obj/structure/mineral_door/proc/Close()
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if(isSwitchingStates || !door_opened)
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return
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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return
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isSwitchingStates = TRUE
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playsound(src, closeSound, 100, TRUE)
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flick("[initial(icon_state)]closing",src)
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sleep(1 SECONDS)
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set_density(TRUE)
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set_opacity(TRUE)
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door_opened = FALSE
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layer = initial(layer)
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air_update_turf(TRUE, TRUE)
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update_appearance()
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isSwitchingStates = FALSE
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/obj/structure/mineral_door/update_icon_state()
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icon_state = "[initial(icon_state)][door_opened ? "open":""]"
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return ..()
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/obj/structure/mineral_door/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(pickaxe_door(user, tool))
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return ITEM_INTERACT_SUCCESS
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if(!user.combat_mode)
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return attack_hand(user) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
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return NONE
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/obj/structure/mineral_door/set_anchored(anchorvalue) //called in default_unfasten_wrench() chain
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. = ..()
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set_opacity(anchored ? !door_opened : FALSE)
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air_update_turf(TRUE, anchorvalue)
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/obj/structure/mineral_door/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool, time = 4 SECONDS)
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return ITEM_INTERACT_SUCCESS
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/////////////////////// TOOL OVERRIDES ///////////////////////
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/obj/structure/mineral_door/proc/pickaxe_door(mob/living/user, obj/item/I) //override if the door isn't supposed to be a minable mineral.
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if(!istype(user))
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return
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if(I.tool_behaviour != TOOL_MINING)
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return
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. = TRUE
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to_chat(user, span_notice("You start digging [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You finish digging."))
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deconstruct(TRUE)
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/obj/structure/mineral_door/welder_act(mob/living/user, obj/item/I) //override if the door is supposed to be flammable.
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..()
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. = TRUE
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if(anchored)
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to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
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return
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user.visible_message(span_notice("[user] starts to weld apart [src]!"), span_notice("You start welding apart [src]."))
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if(!I.use_tool(src, user, 60, 5, 50))
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to_chat(user, span_warning("You failed to weld apart [src]!"))
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return
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user.visible_message(span_notice("[user] welded [src] into pieces!"), span_notice("You welded apart [src]!"))
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deconstruct(TRUE)
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/obj/structure/mineral_door/proc/crowbar_door(mob/living/user, obj/item/I) //if the door is flammable, call this in crowbar_act() so we can still decon it
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. = TRUE
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if(anchored)
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to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
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return
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user.visible_message(span_notice("[user] starts to pry apart [src]!"), span_notice("You start prying apart [src]."))
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if(!I.use_tool(src, user, 60, volume = 50))
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to_chat(user, span_warning("You failed to pry apart [src]!"))
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return
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user.visible_message(span_notice("[user] pried [src] into pieces!"), span_notice("You pried apart [src]!"))
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deconstruct(TRUE)
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/////////////////////// END TOOL OVERRIDES ///////////////////////
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/obj/structure/mineral_door/atom_deconstruct(disassembled = TRUE)
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var/turf/T = get_turf(src)
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if(disassembled)
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new sheetType(T, sheetAmount)
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else
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new sheetType(T, max(sheetAmount - 2, 1))
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/obj/structure/mineral_door/iron
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name = "iron door"
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max_integrity = 300
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sheetAmount = 20
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/obj/structure/mineral_door/silver
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name = "silver door"
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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max_integrity = 300
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/gold
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name = "gold door"
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icon_state = "gold"
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sheetType = /obj/item/stack/sheet/mineral/gold
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/uranium
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name = "uranium door"
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icon_state = "uranium"
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sheetType = /obj/item/stack/sheet/mineral/uranium
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max_integrity = 300
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light_range = 2
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/obj/structure/mineral_door/sandstone
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name = "sandstone door"
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icon_state = "sandstone"
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sheetType = /obj/item/stack/sheet/mineral/sandstone
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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opacity = FALSE
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/transparent/Close()
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..()
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set_opacity(FALSE)
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/obj/structure/mineral_door/transparent/plasma
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name = "plasma door"
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icon_state = "plasma"
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sheetType = /obj/item/stack/sheet/mineral/plasma
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/obj/structure/mineral_door/transparent/diamond
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name = "diamond door"
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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max_integrity = 1000
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rad_insulation = RAD_EXTREME_INSULATION
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/obj/structure/mineral_door/wood
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name = "wood door"
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icon_state = "wood"
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openSound = 'sound/effects/doorcreaky.ogg'
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/mineral/wood
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resistance_flags = FLAMMABLE
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max_integrity = 200
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/wood/pickaxe_door(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/wood/welder_act(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/wood/crowbar_act(mob/living/user, obj/item/I)
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return crowbar_door(user, I)
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/obj/structure/mineral_door/wood/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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fire_act(tool.get_temperature())
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/structure/mineral_door/paperframe
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name = "paper frame door"
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icon_state = "paperframe"
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openSound = 'sound/effects/doorcreaky.ogg'
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/paperframes
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sheetAmount = 3
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resistance_flags = FLAMMABLE
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max_integrity = 20
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/obj/structure/mineral_door/paperframe/Initialize(mapload)
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. = ..()
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/structure/mineral_door/paperframe/examine(mob/user)
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. = ..()
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if(atom_integrity < max_integrity)
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. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
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/obj/structure/mineral_door/paperframe/pickaxe_door(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/paperframe/welder_act(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/paperframe/crowbar_act(mob/living/user, obj/item/I)
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return crowbar_door(user, I)
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/obj/structure/mineral_door/paperframe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST) //BURN IT ALL DOWN JIM
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fire_act(tool.get_temperature())
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return ITEM_INTERACT_SUCCESS
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if(!user.combat_mode && istype(tool, /obj/item/paper) && (atom_integrity < max_integrity))
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user.visible_message(span_notice("[user] starts to patch the holes in [src]."), span_notice("You start patching some of the holes in [src]!"))
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if(!do_after(user, 2 SECONDS, src))
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return ITEM_INTERACT_BLOCKING
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atom_integrity = min(atom_integrity+4,max_integrity)
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qdel(tool)
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user.visible_message(span_notice("[user] patches some of the holes in [src]."), span_notice("You patch some of the holes in [src]!"))
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/structure/mineral_door/paperframe/Destroy()
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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