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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
370 lines
12 KiB
Plaintext
370 lines
12 KiB
Plaintext
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/obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor Assembly"
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icon_state = "l_windoor_assembly01"
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desc = "A small glass and wire assembly for windoors."
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anchored = FALSE
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density = FALSE
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dir = NORTH
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
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set_dir_on_move = FALSE
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can_atmos_pass = ATMOS_PASS_PROC
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/// Reference to the airlock electronics inside for determining window access.
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var/obj/item/electronics/airlock/electronics = null
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/// Player generated name string from renaming.
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var/created_name = null
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//Vars to help with the icon's name
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///Does the windoor open to the left or right?
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var/facing = "l"
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///Whether or not this creates a secure windoor
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var/secure = FALSE
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/**
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* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Crowbar the door to complete
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*/
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var/state = "01"
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/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
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. = ..()
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if(set_dir)
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setDir(set_dir)
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air_update_turf(TRUE, TRUE)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/windoor_assembly/Destroy()
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set_density(FALSE)
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air_update_turf(TRUE, FALSE)
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return ..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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. = ..()
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon_state()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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return ..()
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/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir == dir)
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return
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/moved_window = mover
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return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
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if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
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return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
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/obj/structure/windoor_assembly/can_atmos_pass(turf/T, vertical = FALSE)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return TRUE
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/obj/structure/windoor_assembly/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving.movement_type & PHASING)
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return
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if(leaving == src)
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return // Let's not block ourselves.
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if (leaving.pass_flags & pass_flags_self)
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return
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if (direction == dir && density)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, list/modifiers)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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if(W.tool_behaviour == TOOL_WELDER && !anchored)
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if(!W.tool_start_check(user, amount=1))
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return
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user.visible_message(span_notice("[user] disassembles the windoor assembly."),
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span_notice("You start to disassemble the windoor assembly..."))
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You disassemble the windoor assembly."))
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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if (!QDELETED(RG))
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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if (!QDELETED(R))
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R.add_fingerprint(user)
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qdel(src)
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(W.tool_behaviour == TOOL_WRENCH && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, span_warning("There is already a windoor in that location!"))
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return
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user.visible_message(span_notice("[user] secures the windoor assembly to the floor."),
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span_notice("You start to secure the windoor assembly to the floor..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(anchored)
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, span_warning("There is already a windoor in that location!"))
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return
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to_chat(user, span_notice("You secure the windoor assembly."))
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set_anchored(TRUE)
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(W.tool_behaviour == TOOL_WRENCH && anchored)
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user.visible_message(span_notice("[user] unsecures the windoor assembly to the floor."),
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span_notice("You start to unsecure the windoor assembly to the floor..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(!anchored)
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return
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to_chat(user, span_notice("You unsecure the windoor assembly."))
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set_anchored(FALSE)
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if(secure)
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name = "secure windoor assembly"
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else
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name = "windoor assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, span_warning("You need more plasteel to do this!"))
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return
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to_chat(user, span_notice("You start to reinforce the windoor with plasteel..."))
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if(do_after(user,40, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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P.use(2)
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to_chat(user, span_notice("You reinforce the windoor."))
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message(span_notice("[user] wires the windoor assembly."), span_notice("You start to wire the windoor assembly..."))
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if(do_after(user, 4 SECONDS, target = src))
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if(!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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if(!CC.use(1))
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to_chat(user, span_warning("You need more cable to do this!"))
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return
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to_chat(user, span_notice("You wire the windoor."))
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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name = "wired windoor assembly"
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else
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return ..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(W.tool_behaviour == TOOL_WIRECUTTER)
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user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), span_notice("You start to cut the wires from airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(state != "02")
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return
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to_chat(user, span_notice("You cut the windoor wires."))
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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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/electronics/airlock))
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if(!user.transferItemToLoc(W, src))
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return
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W.play_tool_sound(src, 100)
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user.visible_message(span_notice("[user] installs the electronics into the airlock assembly."),
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span_notice("You start to install electronics into the airlock assembly..."))
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if(do_after(user, 4 SECONDS, target = src))
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if(!src || electronics)
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W.forceMove(drop_location())
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return
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to_chat(user, span_notice("You install the airlock electronics."))
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name = "near finished windoor assembly"
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electronics = W
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else
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W.forceMove(drop_location())
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(!electronics)
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return
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user.visible_message(span_notice("[user] removes the electronics from the airlock assembly."),
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span_notice("You start to uninstall electronics from the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100) && electronics)
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to_chat(user, span_notice("You remove the airlock electronics."))
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name = "wired windoor assembly"
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var/obj/item/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.forceMove(drop_location())
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else if(IS_WRITING_UTENSIL(W))
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var/t = tgui_input_text(user, "Enter the name for the door", "Windoor Renaming", created_name, max_length = MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && 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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else if(W.tool_behaviour == TOOL_CROWBAR)
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if(!electronics)
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to_chat(usr, span_warning("The assembly is missing electronics!"))
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return
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user.visible_message(span_notice("[user] pries the windoor into the frame."),
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span_notice("You start prying the windoor into the frame..."))
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if(W.use_tool(src, user, 40, volume=100) && electronics)
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set_density(TRUE) //Shouldn't matter but just incase
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to_chat(user, span_notice("You finish the windoor."))
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finish_door()
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else
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return ..()
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//Update to reflect changes(if applicable)
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update_appearance()
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/obj/structure/windoor_assembly/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("\The [src] can be [span_boldnotice("wrenched")] down.")
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. += span_notice("\The [src] could also be [span_boldnotice("cut apart")] with a [span_boldnotice("welder")].")
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return
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switch(state)
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if("01")
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. += span_notice("\The [src] needs [span_boldnotice("wiring")], or could be [span_boldnotice("un-wrenched")] from the floor.")
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if("02")
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if(!electronics)
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. += span_notice("\The [src] needs [span_boldnotice("airlock electronics")] to continue installation, or [span_boldnotice("wirecutters")] to take apart.")
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else
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. += span_notice("\The [src] is ready to be [span_boldnotice("levered")] into place with a [span_boldnotice("crowbar")].")
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/obj/structure/windoor_assembly/proc/finish_door()
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var/obj/machinery/door/window/windoor
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if(secure)
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windoor = new /obj/machinery/door/window/brigdoor(loc)
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if(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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else
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windoor = new /obj/machinery/door/window(loc)
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if(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.setDir(dir)
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windoor.set_density(FALSE)
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if(created_name)
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windoor.name = created_name
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else if(electronics.passed_name)
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windoor.name = sanitize(electronics.passed_name)
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if(electronics.one_access)
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windoor.req_one_access = electronics.accesses
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else
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windoor.req_access = electronics.accesses
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if(electronics.unres_sides)
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windoor.unres_sides = electronics.unres_sides
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switch(dir)
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if(NORTH,SOUTH)
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windoor.unres_sides &= ~EAST
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windoor.unres_sides &= ~WEST
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if(EAST,WEST)
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windoor.unres_sides &= ~NORTH
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windoor.unres_sides &= ~SOUTH
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windoor.unres_sensor = TRUE
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electronics.forceMove(windoor)
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windoor.electronics = electronics
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windoor.autoclose = TRUE
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windoor.close()
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windoor.update_appearance()
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qdel(src)
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
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return
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if(isliving(usr))
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var/mob/living/L = usr
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if(!(L.mobility_flags & MOBILITY_USE))
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return
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if(facing == "l")
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to_chat(usr, span_notice("The windoor will now slide to the right."))
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facing = "r"
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else
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facing = "l"
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to_chat(usr, span_notice("The windoor will now slide to the left."))
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update_appearance()
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return
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