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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-17 13:43:21 +00:00
Makes clicking on airlocks work again.
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@@ -727,7 +727,7 @@ About the new airlock wires panel:
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update_icon()
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update_icon()
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return 1
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return 1
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/obj/machinery/door/airlock/attackby(obj/C as obj, mob/user as mob)
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/obj/machinery/door/airlock/attackby(C as obj, mob/user as mob)
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//world << text("airlock attackby src [] obj [] mob []", src, C, user)
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//world << text("airlock attackby src [] obj [] mob []", src, C, user)
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if(!istype(usr, /mob/living/silicon))
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if(!istype(usr, /mob/living/silicon))
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if(src.isElectrified())
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if(src.isElectrified())
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@@ -737,6 +737,9 @@ About the new airlock wires panel:
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return
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return
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src.add_fingerprint(user)
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src.add_fingerprint(user)
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if(istype(C, /mob/living))
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..()
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return
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if(!repairing && (istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
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if(!repairing && (istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
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var/obj/item/weapon/weldingtool/W = C
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var/obj/item/weapon/weldingtool/W = C
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if(W.remove_fuel(0,user))
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if(W.remove_fuel(0,user))
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@@ -810,22 +813,24 @@ About the new airlock wires panel:
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spawn(0) close(1)
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spawn(0) close(1)
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// Check if we're using a crowbar or armblade, and if the airlock's unpowered for whatever reason (off, broken, etc).
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// Check if we're using a crowbar or armblade, and if the airlock's unpowered for whatever reason (off, broken, etc).
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else if((C.pry == 1) && !arePowerSystemsOn())
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else if(istype(C, /obj/item/weapon))
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if(locked)
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var/obj/item/weapon/W = C
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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if((W.pry == 1) && !arePowerSystemsOn())
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else if( !welded && !operating )
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if(locked)
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if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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else if( !welded && !operating )
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if(!F.wielded)
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if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
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user << "<span class='warning'>You need to be wielding \the [F] to do that.</span>"
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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return
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if(!F.wielded)
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// At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
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user << "<span class='warning'>You need to be wielding \the [F] to do that.</span>"
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if(density)
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return
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spawn(0)
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// At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
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open(1)
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if(density)
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else
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spawn(0)
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spawn(0)
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open(1)
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close(1)
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else
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spawn(0)
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close(1)
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else
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else
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..()
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..()
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return
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return
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