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* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
523 lines
15 KiB
Plaintext
523 lines
15 KiB
Plaintext
#define DOOR_CLOSE_WAIT 60 ///Default wait until doors autoclose
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/obj/machinery/door
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name = "door"
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desc = "It opens and closes."
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icon = 'icons/obj/doors/doorint.dmi'
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icon_state = "door1"
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base_icon_state = "door"
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opacity = TRUE
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density = TRUE
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move_resist = MOVE_FORCE_VERY_STRONG
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layer = OPEN_DOOR_LAYER
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power_channel = AREA_USAGE_ENVIRON
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pass_flags_self = PASSDOORS
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max_integrity = 350
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armor_type = /datum/armor/machinery_door
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can_atmos_pass = ATMOS_PASS_DENSITY
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flags_1 = PREVENT_CLICK_UNDER_1
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receive_ricochet_chance_mod = 0.8
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damage_deflection = 10
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interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.1
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.2
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var/visible = TRUE
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var/operating = FALSE
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var/glass = FALSE
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var/welded = FALSE
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var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
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var/emergency = FALSE // Emergency access override
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var/sub_door = FALSE // true if it's meant to go under another door.
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var/closingLayer = CLOSED_DOOR_LAYER
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var/autoclose = FALSE //does it automatically close after some time
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var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them.
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var/locked = FALSE //whether the door is bolted or not.
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var/datum/effect_system/spark_spread/spark_system
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var/real_explosion_block //ignore this, just use explosion_block
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var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
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/// Checks to see if this airlock has an unrestricted "sensor" within (will set to TRUE if present).
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var/unres_sensor = FALSE
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/// Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
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var/unres_sides = NONE
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var/can_crush = TRUE /// Whether or not the door can crush mobs.
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var/can_open_with_hands = TRUE /// Whether or not the door can be opened by hand (used for blast doors and shutters)
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/datum/armor/machinery_door
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melee = 30
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bullet = 30
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laser = 20
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energy = 20
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bomb = 10
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fire = 80
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acid = 70
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/obj/machinery/door/Initialize(mapload)
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. = ..()
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set_init_door_layer()
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update_freelook_sight()
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air_update_turf(TRUE, TRUE)
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register_context()
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GLOB.airlocks += src
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spark_system = new /datum/effect_system/spark_spread
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spark_system.set_up(2, 1, src)
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if(density)
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flags_1 |= PREVENT_CLICK_UNDER_1
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else
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flags_1 &= ~PREVENT_CLICK_UNDER_1
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//doors only block while dense though so we have to use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(check_security_level))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_MAGICALLY_UNLOCKED = PROC_REF(on_magic_unlock),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddElement(/datum/element/can_barricade)
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/obj/machinery/door/examine(mob/user)
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. = ..()
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if(red_alert_access)
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if(SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED)
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. += span_notice("Due to a security threat, its access requirements have been lifted!")
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else
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. += span_notice("In the event of a red alert, its access requirements will automatically lift.")
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. += span_notice("Its maintenance panel is [panel_open ? "open" : "<b>screwed</b> in place"].")
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/obj/machinery/door/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(!can_open_with_hands)
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return .
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if(isaicamera(user) || issilicon(user))
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return .
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if(isnull(held_item) && Adjacent(user))
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context[SCREENTIP_CONTEXT_LMB] = "Open"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/door/check_access_list(list/access_list)
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if(red_alert_access && SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED)
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return TRUE
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return ..()
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/obj/machinery/door/proc/set_init_door_layer()
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if(density)
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layer = closingLayer
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else
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layer = initial(layer)
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/obj/machinery/door/Destroy()
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update_freelook_sight()
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GLOB.airlocks -= src
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if(spark_system)
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qdel(spark_system)
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spark_system = null
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air_update_turf(TRUE, FALSE)
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return ..()
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/**
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* Signal handler for checking if we notify our surrounding that access requirements are lifted accordingly to a newly set security level
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*
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* Arguments:
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* * source The datum source of the signal
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* * new_level The new security level that is in effect
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*/
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/obj/machinery/door/proc/check_security_level(datum/source, new_level)
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SIGNAL_HANDLER
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if(new_level <= SEC_LEVEL_BLUE)
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return
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if(!red_alert_access)
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return
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audible_message(span_notice("[src] whirr[p_s()] as [p_they()] automatically lift[p_s()] access requirements!"))
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playsound(src, 'sound/machines/boltsup.ogg', 50, TRUE)
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/obj/machinery/door/proc/try_safety_unlock(mob/user)
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return FALSE
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/**
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* Called when attempting to remove the seal from an airlock
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*
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* Here because we need to call it and return if there was a seal so we don't try to open the door
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* or try its safety lock while it's sealed
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* Arguments:
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* * user - the mob attempting to remove the seal
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*/
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/obj/machinery/door/proc/try_remove_seal(mob/user)
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return
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/obj/machinery/door/Bumped(atom/movable/AM)
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. = ..()
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if(operating || (obj_flags & EMAGGED) || (!can_open_with_hands && density))
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return
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if(ismob(AM))
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var/mob/B = AM
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if((isdrone(B) || iscyborg(B)) && B.stat)
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return
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if(isliving(AM))
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var/mob/living/M = AM
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//Can bump-open maybe 3 airlocks per second. This is to prevent weird mass door openings
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//While keeping things feeling snappy
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if(world.time - M.last_bumped <= 0.3 SECONDS)
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return
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M.last_bumped = world.time
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if(HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && !check_access(null) && !emergency)
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return
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if(try_safety_unlock(M))
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return
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bumpopen(M)
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return
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return
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if(isitem(AM))
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var/obj/item/I = AM
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if(!density || (I.w_class < WEIGHT_CLASS_NORMAL && !LAZYLEN(I.GetAccess())))
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return
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if(check_access(I))
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open()
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else
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do_animate("deny")
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return
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/obj/machinery/door/Move()
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var/turf/T = loc
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. = ..()
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if(density) //Gotta be closed my friend
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move_update_air(T)
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/obj/machinery/door/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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// Snowflake handling for PASSGLASS.
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if(istype(mover) && (mover.pass_flags & PASSGLASS))
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return !opacity
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/obj/machinery/door/proc/bumpopen(mob/user)
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if(operating || !can_open_with_hands)
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return
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add_fingerprint(user)
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if(!density || (obj_flags & EMAGGED))
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return
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if(requiresID() && allowed(user))
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open()
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else
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do_animate("deny")
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/obj/machinery/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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if(try_remove_seal(user))
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return
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if(try_safety_unlock(user))
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return
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return try_to_activate_door(user)
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/obj/machinery/door/attack_tk(mob/user)
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if(requiresID() && !allowed(null))
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return
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return ..()
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/obj/machinery/door/proc/try_to_activate_door(mob/user, access_bypass = FALSE)
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add_fingerprint(user)
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if(operating || (obj_flags & EMAGGED) || !can_open_with_hands)
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return
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if(access_bypass || (requiresID() && allowed(user)))
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if(density)
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open()
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else
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close()
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return TRUE
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if(density)
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do_animate("deny")
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/obj/machinery/door/allowed(mob/M)
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if(emergency)
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return TRUE
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if(unrestricted_side(M))
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return TRUE
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return ..()
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/obj/machinery/door/proc/unrestricted_side(mob/opener) //Allows for specific side of airlocks to be unrestrected (IE, can exit maint freely, but need access to enter)
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return get_dir(src, opener) & unres_sides
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/obj/machinery/door/proc/try_to_weld(obj/item/weldingtool/W, mob/user)
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return
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/// Called when the user right-clicks on the door with a welding tool.
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/obj/machinery/door/proc/try_to_weld_secondary(obj/item/weldingtool/tool, mob/user)
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return
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/obj/machinery/door/proc/try_to_crowbar(obj/item/acting_object, mob/user)
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return
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/// Called when the user right-clicks on the door with a crowbar.
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/obj/machinery/door/proc/try_to_crowbar_secondary(obj/item/acting_object, mob/user)
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return
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/obj/machinery/door/welder_act(mob/living/user, obj/item/tool)
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try_to_weld(tool, user)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/door/crowbar_act(mob/living/user, obj/item/tool)
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if(user.combat_mode)
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return
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var/forced_open = FALSE
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if(istype(tool, /obj/item/crowbar))
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var/obj/item/crowbar/crowbar = tool
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forced_open = crowbar.force_opens
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try_to_crowbar(tool, user, forced_open)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/door/attackby(obj/item/I, mob/living/user, params)
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if(!user.combat_mode && istype(I, /obj/item/fireaxe))
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try_to_crowbar(I, user, FALSE)
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return TRUE
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else if(I.item_flags & NOBLUDGEON || user.combat_mode)
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return ..()
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else if(!user.combat_mode && istype(I, /obj/item/stack/sheet/mineral/wood))
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return ..() // we need this so our can_barricade element can be called using COMSIG_PARENT_ATTACKBY
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else if(try_to_activate_door(user))
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return TRUE
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return ..()
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/obj/machinery/door/welder_act_secondary(mob/living/user, obj/item/tool)
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try_to_weld_secondary(tool, user)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/door/crowbar_act_secondary(mob/living/user, obj/item/tool)
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var/forced_open = FALSE
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if(istype(tool, /obj/item/crowbar))
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var/obj/item/crowbar/crowbar = tool
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forced_open = crowbar.force_opens
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try_to_crowbar_secondary(tool, user, forced_open)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(. && atom_integrity > 0)
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if(damage_amount >= 10 && prob(30))
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spark_system.start()
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/obj/machinery/door/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(glass)
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playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
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else if(damage_amount)
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//SKYRAT EDIT ADDITION - CREDITS TO WHITEDREAM(valtos)
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playsound(src, pick('modular_skyrat/master_files/sound/effects/metalblock1.wav', 'modular_skyrat/master_files/sound/effects/metalblock2.wav', \
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'modular_skyrat/master_files/sound/effects/metalblock3.wav', 'modular_skyrat/master_files/sound/effects/metalblock4.wav', \
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'modular_skyrat/master_files/sound/effects/metalblock5.wav', 'modular_skyrat/master_files/sound/effects/metalblock6.wav', \
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'modular_skyrat/master_files/sound/effects/metalblock7.wav', 'modular_skyrat/master_files/sound/effects/metalblock8.wav'), 50, TRUE)
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//SKYRAT EDIT END
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/machinery/door/emp_act(severity)
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. = ..()
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if (. & EMP_PROTECT_SELF)
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return
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if(prob(20/severity) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
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INVOKE_ASYNC(src, PROC_REF(open))
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/obj/machinery/door/update_icon_state()
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icon_state = "[base_icon_state][density]"
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return ..()
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/obj/machinery/door/proc/do_animate(animation)
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switch(animation)
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if("opening")
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if(panel_open)
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flick("o_doorc0", src)
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else
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flick("doorc0", src)
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if("closing")
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if(panel_open)
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flick("o_doorc1", src)
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else
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flick("doorc1", src)
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if("deny")
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if(!machine_stat)
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flick("door_deny", src)
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/obj/machinery/door/proc/open()
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if(!density)
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return 1
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if(operating)
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return
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operating = TRUE
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use_power(active_power_usage)
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do_animate("opening")
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set_opacity(0)
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sleep(0.5 SECONDS)
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set_density(FALSE)
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flags_1 &= ~PREVENT_CLICK_UNDER_1
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sleep(0.5 SECONDS)
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layer = initial(layer)
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update_appearance()
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set_opacity(0)
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operating = FALSE
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air_update_turf(TRUE, FALSE)
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update_freelook_sight()
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if(autoclose)
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autoclose_in(DOOR_CLOSE_WAIT)
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return 1
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/obj/machinery/door/proc/close()
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if(density)
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return TRUE
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if(operating || welded)
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return
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if(safe)
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for(var/atom/movable/M in get_turf(src))
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if(M.density && M != src) //something is blocking the door
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if(autoclose)
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autoclose_in(DOOR_CLOSE_WAIT)
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return
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operating = TRUE
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do_animate("closing")
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layer = closingLayer
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sleep(0.5 SECONDS)
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set_density(TRUE)
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flags_1 |= PREVENT_CLICK_UNDER_1
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sleep(0.5 SECONDS)
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update_appearance()
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if(visible && !glass)
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set_opacity(1)
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operating = FALSE
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air_update_turf(TRUE, TRUE)
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update_freelook_sight()
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if(!can_crush)
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return TRUE
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if(safe)
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CheckForMobs()
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else
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crush()
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return TRUE
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/obj/machinery/door/proc/CheckForMobs()
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if(locate(/mob/living) in get_turf(src))
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sleep(0.1 SECONDS)
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open()
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/obj/machinery/door/proc/crush()
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for(var/mob/living/L in get_turf(src))
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L.visible_message(span_warning("[src] closes on [L], crushing [L.p_them()]!"), span_userdanger("[src] closes on you and crushes you!"))
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SEND_SIGNAL(L, COMSIG_LIVING_DOORCRUSHED, src)
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if(isalien(L)) //For xenos
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
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L.emote("roar")
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else if(ishuman(L)) //For humans
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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L.emote("scream")
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//L.Paralyze(100) //SKYRAT EDIT CHANGE - COMBAT - ORIGINAL
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L.StaminaKnockdown(20, TRUE, TRUE)
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else if(ismonkey(L)) //For monkeys
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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//L.Paralyze(100) //ORIGINAL
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L.StaminaKnockdown(20, TRUE, TRUE)
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//SKYRAT EDIT END
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else //for simple_animals & borgs
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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var/turf/location = get_turf(src)
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//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
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L.add_splatter_floor(location)
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log_combat(src, L, "crushed")
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for(var/obj/vehicle/sealed/mecha/M in get_turf(src))
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M.take_damage(DOOR_CRUSH_DAMAGE)
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log_combat(src, M, "crushed")
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/obj/machinery/door/proc/autoclose()
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if(!QDELETED(src) && !density && !operating && !locked && !welded && autoclose)
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close()
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/obj/machinery/door/proc/autoclose_in(wait)
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|
addtimer(CALLBACK(src, PROC_REF(autoclose)), wait, TIMER_UNIQUE | TIMER_NO_HASH_WAIT | TIMER_OVERRIDE)
|
|
|
|
/obj/machinery/door/proc/requiresID()
|
|
return 1
|
|
|
|
/obj/machinery/door/proc/hasPower()
|
|
return !(machine_stat & NOPOWER)
|
|
|
|
/obj/machinery/door/proc/update_freelook_sight()
|
|
if(!glass && GLOB.cameranet)
|
|
GLOB.cameranet.updateVisibility(src, 0)
|
|
|
|
/obj/machinery/door/block_superconductivity() // All non-glass airlocks block heat, this is intended.
|
|
if(opacity || heat_proof)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/machinery/door/morgue
|
|
icon = 'icons/obj/doors/doormorgue.dmi'
|
|
|
|
/datum/armor/machinery_door
|
|
melee = 30
|
|
bullet = 30
|
|
laser = 20
|
|
energy = 20
|
|
bomb = 10
|
|
fire = 80
|
|
acid = 70
|
|
|
|
/obj/machinery/door/get_dumping_location()
|
|
return null
|
|
|
|
/obj/machinery/door/proc/lock()
|
|
return
|
|
|
|
/obj/machinery/door/proc/unlock()
|
|
return
|
|
|
|
/obj/machinery/door/proc/hostile_lockdown(mob/origin)
|
|
if(!machine_stat) //So that only powered doors are closed.
|
|
close() //Close ALL the doors!
|
|
|
|
/obj/machinery/door/proc/disable_lockdown()
|
|
if(!machine_stat) //Opens only powered doors.
|
|
open() //Open everything!
|
|
|
|
/obj/machinery/door/ex_act(severity, target)
|
|
//if it blows up a wall it should blow up a door
|
|
return ..(severity ? min(EXPLODE_DEVASTATE, severity + 1) : EXPLODE_NONE, target)
|
|
|
|
/obj/machinery/door/GetExplosionBlock()
|
|
return density ? real_explosion_block : 0
|
|
|
|
/obj/machinery/door/power_change()
|
|
. = ..()
|
|
if(. && !(machine_stat & NOPOWER))
|
|
autoclose_in(DOOR_CLOSE_WAIT)
|
|
|
|
/obj/machinery/door/zap_act(power, zap_flags)
|
|
zap_flags &= ~ZAP_OBJ_DAMAGE
|
|
. = ..()
|
|
|
|
/// Signal proc for [COMSIG_ATOM_MAGICALLY_UNLOCKED]. Open up when someone casts knock.
|
|
/obj/machinery/door/proc/on_magic_unlock(datum/source, datum/action/cooldown/spell/aoe/knock/spell, mob/living/caster)
|
|
SIGNAL_HANDLER
|
|
|
|
INVOKE_ASYNC(src, PROC_REF(open))
|
|
|
|
#undef DOOR_CLOSE_WAIT
|