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[MIRROR] Fence changes (#11325)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
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@@ -180,10 +180,37 @@
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locked = !locked
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locked = !locked
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playsound(src, keysound,100, 1)
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playsound(src, keysound,100, 1)
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return
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return
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else if(istype(W,/obj/item/lockpick))
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var/obj/item/lockpick/L = W
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if(!locked)
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to_chat(user, span_notice("\The [src] isn't locked."))
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return
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else if(lock_type != L.pick_type) //make sure our types match
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to_chat(user, span_warning("\The [L] can't pick \the [src]. Another tool might work?"))
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return
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else if(!can_pick)
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to_chat(user, span_warning("\The [src] can't be [L.pick_verb]ed."))
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return
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else
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to_chat(user, span_notice("You start to [L.pick_verb] the lock on \the [src]..."))
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playsound(src, keysound,100, 1)
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if(do_after(user, L.pick_time * lock_difficulty))
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to_chat(user, span_notice("Success!"))
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locked = FALSE
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return
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else
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else
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attack_hand(user)
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attack_hand(user)
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return
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return
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/obj/structure/fence/door/attack_ai(mob/user as mob)
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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(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return attack_hand(user)
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/obj/structure/fence/door/proc/toggle(mob/user)
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/obj/structure/fence/door/proc/toggle(mob/user)
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switch(open)
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switch(open)
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if(FALSE)
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if(FALSE)
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