//VOREStation Edit - Redone a lot of airlock things: /* - Specific department maintenance doors - Named doors properly according to type - Gave them default access levels with the access constants - Improper'd all of the names in the new() */ /obj/machinery/door/airlock name = "Airlock" icon = 'icons/obj/doors/Doorint.dmi' icon_state = "door_closed" power_channel = ENVIRON explosion_resistance = 10 // Doors do their own stuff bullet_vulnerability = 0 blocks_emissive = EMISSIVE_BLOCK_GENERIC // Not quite as nice as /tg/'s custom masks. We should make those sometime var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in. var/hackProof = 0 // if 1, this door can't be hacked by the AI var/electrified_until = 0 //World time when the door is no longer electrified. -1 if it is permanently electrified until someone fixes it. var/main_power_lost_until = 0 //World time when main power is restored. var/backup_power_lost_until = -1 //World time when backup power is restored. var/has_beeped = 0 //If 1, will not beep on failed closing attempt. Resets when door closes. var/spawnPowerRestoreRunning = 0 var/welded = null var/locked = 0 var/lights = 1 // bolt lights show by default var/aiDisabledIdScanner = 0 var/aiHacking = 0 var/obj/machinery/door/airlock/closeOther = null var/closeOtherId = null var/lockdownbyai = 0 autoclose = 1 var/assembly_type = /obj/structure/door_assembly var/mineral = null var/justzap = 0 var/safe = 1 normalspeed = 1 var/obj/item/weapon/airlock_electronics/electronics = null var/hasShocked = 0 //Prevents multiple shocks from happening var/secured_wires = 0 var/datum/wires/airlock/wires = null var/open_sound_powered = 'sound/machines/door/covert1o.ogg' var/open_sound_unpowered = 'sound/machines/door/airlockforced.ogg' var/close_sound_powered = 'sound/machines/door/covert1c.ogg' var/legacy_open_powered = 'sound/machines/door/old_airlock.ogg' var/legacy_close_powered = 'sound/machines/door/old_airlockclose.ogg' var/department_open_powered = null var/department_close_powered = null var/denied_sound = 'sound/machines/deniedbeep.ogg' var/bolt_up_sound = 'sound/machines/door/boltsup.ogg' var/bolt_down_sound = 'sound/machines/door/boltsdown.ogg' /obj/machinery/door/airlock/attack_generic(var/mob/living/user, var/damage) if(stat & (BROKEN|NOPOWER)) if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD) if(src.locked || src.welded) visible_message("\The [user] begins breaking into \the [src] internals!") user.set_AI_busy(TRUE) // If the mob doesn't have an AI attached, this won't do anything. if(do_after(user,10 SECONDS,src)) src.locked = 0 src.welded = 0 update_icon() open(1) if(prob(25)) src.shock(user, 100) user.set_AI_busy(FALSE) else if(src.density) visible_message("\The [user] forces \the [src] open!") open(1) else visible_message("\The [user] forces \the [src] closed!") close(1) else visible_message("\The [user] strains fruitlessly to force \the [src] [density ? "open" : "closed"].") return ..() /obj/machinery/door/airlock/attack_alien(var/mob/user) //Familiar, right? Doors. -Mechoid if(istype(user, /mob/living/carbon/human)) var/mob/living/carbon/human/X = user if(istype(X.species, /datum/species/xenos)) if(src.locked || src.welded) visible_message("\The [user] begins tearing into \the [src] internals!") src.do_animate("deny") if(do_after(user,15 SECONDS,src)) visible_message("\The [user] tears \the [src] open, sparks flying from its electronics!") src.do_animate("spark") playsound(src, 'sound/machines/door/airlock_tear_apart.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS) src.locked = 0 src.welded = 0 update_icon() open(1) src.set_broken() //These aren't emags, these be CLAWS else if(src.density) visible_message("\The [user] begins forcing \the [src] open!") if(do_after(user, 5 SECONDS,src)) playsound(src, 'sound/machines/door/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS) visible_message("\The [user] forces \the [src] open!") open(1) else visible_message("\The [user] forces \the [src] closed!") close(1) else src.do_animate("deny") visible_message("\The [user] strains fruitlessly to force \the [src] [density ? "open" : "closed"].") return ..() /obj/machinery/door/airlock/get_material() if(mineral) return get_material_by_name(mineral) return get_material_by_name(MAT_STEEL) /obj/machinery/door/airlock/command name = "Command Airlock" icon = 'icons/obj/doors/Doorcom.dmi' req_one_access = list(access_heads) assembly_type = /obj/structure/door_assembly/door_assembly_com open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/cmd3o.ogg' department_close_powered = 'sound/machines/door/cmd3c.ogg' /obj/machinery/door/airlock/security name = "Security Airlock" icon = 'icons/obj/doors/Doorsec.dmi' req_one_access = list(access_security) assembly_type = /obj/structure/door_assembly/door_assembly_sec open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sec1o.ogg' department_close_powered = 'sound/machines/door/sec1c.ogg' /obj/machinery/door/airlock/engineering name = "Engineering Airlock" icon = 'icons/obj/doors/Dooreng.dmi' req_one_access = list(access_engine) assembly_type = /obj/structure/door_assembly/door_assembly_eng open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/engineeringatmos name = "Atmospherics Airlock" icon = 'icons/obj/doors/Doorengatmos.dmi' req_one_access = list(access_atmospherics) assembly_type = /obj/structure/door_assembly/door_assembly_eat open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/medical name = "Medical Airlock" icon = 'icons/obj/doors/Doormed.dmi' req_one_access = list(access_medical) assembly_type = /obj/structure/door_assembly/door_assembly_med open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/med1o.ogg' department_close_powered = 'sound/machines/door/med1c.ogg' /obj/machinery/door/airlock/maintenance name = "Maintenance Access" icon = 'icons/obj/doors/Doormaint.dmi' //req_one_access = list(access_maint_tunnels) //VOREStation Edit - Maintenance is open access assembly_type = /obj/structure/door_assembly/door_assembly_mai open_sound_powered = 'sound/machines/door/door2o.ogg' close_sound_powered = 'sound/machines/door/door2c.ogg' /obj/machinery/door/airlock/maintenance/cargo icon = 'icons/obj/doors/Doormaint_cargo.dmi' req_one_access = list(access_cargo) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/door2o.ogg' department_close_powered = 'sound/machines/door/door2c.ogg' /obj/machinery/door/airlock/maintenance/command icon = 'icons/obj/doors/Doormaint_command.dmi' req_one_access = list(access_heads) /obj/machinery/door/airlock/maintenance/common icon = 'icons/obj/doors/Doormaint_common.dmi' open_sound_powered = 'sound/machines/door/hall3o.ogg' close_sound_powered = 'sound/machines/door/hall3c.ogg' /obj/machinery/door/airlock/maintenance/engi icon = 'icons/obj/doors/Doormaint_engi.dmi' req_one_access = list(access_engine) /obj/machinery/door/airlock/maintenance/int icon = 'icons/obj/doors/Doormaint_int.dmi' /obj/machinery/door/airlock/maintenance/medical icon = 'icons/obj/doors/Doormaint_med.dmi' req_one_access = list(access_medical) /obj/machinery/door/airlock/maintenance/rnd icon = 'icons/obj/doors/Doormaint_rnd.dmi' req_one_access = list(access_research) /obj/machinery/door/airlock/maintenance/sec icon = 'icons/obj/doors/Doormaint_sec.dmi' req_one_access = list(access_security) /obj/machinery/door/airlock/external name = "External Airlock" icon = 'icons/obj/doors/Doorext.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_ext open_sound_powered = 'sound/machines/door/space1o.ogg' close_sound_powered = 'sound/machines/door/space1c.ogg' /obj/machinery/door/airlock/external/bolted icon_state = "door_locked" // So it looks visibly bolted in map editor locked = 1 // For convenience in making docking ports: one that is pre-bolted with frequency set! /obj/machinery/door/airlock/external/bolted/cycling frequency = 1379 /obj/machinery/door/airlock/glass_external name = "External Airlock" icon = 'icons/obj/doors/Doorextglass.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_ext opacity = 0 glass = 1 req_one_access = list(access_external_airlocks) open_sound_powered = 'sound/machines/door/space1o.ogg' close_sound_powered = 'sound/machines/door/space1c.ogg' /obj/machinery/door/airlock/glass name = "Glass Airlock" icon = 'icons/obj/doors/Doorglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' open_sound_powered = 'sound/machines/door/hall1o.ogg' close_sound_powered = 'sound/machines/door/hall1c.ogg' legacy_open_powered = 'sound/machines/door/windowdoor.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 glass = 1 open_sound_powered = 'sound/machines/hall1o.ogg' //CHOMPEdit close_sound_powered = 'sound/machines/hall1c.ogg' //CHOMPEdit /obj/machinery/door/airlock/centcom name = "Centcom Airlock" icon = 'icons/obj/doors/Doorele.dmi' req_one_access = list(access_cent_general) opacity = 1 open_sound_powered = 'sound/machines/door/cmd3o.ogg' close_sound_powered = 'sound/machines/door/cmd3c.ogg' /obj/machinery/door/airlock/glass_centcom name = "Airlock" icon = 'icons/obj/doors/Dooreleglass.dmi' opacity = 0 glass = 1 open_sound_powered = 'sound/machines/door/cmd3o.ogg' close_sound_powered = 'sound/machines/door/cmd3c.ogg' /obj/machinery/door/airlock/vault name = "Vault" icon = 'icons/obj/doors/vault.dmi' explosion_resistance = 20 opacity = 1 secured_wires = 1 assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity //Until somebody makes better sprites. req_one_access = list(access_heads_vault) open_sound_powered = 'sound/machines/door/vault1o.ogg' close_sound_powered = 'sound/machines/door/vault1c.ogg' /obj/machinery/door/airlock/vault/bolted icon_state = "door_locked" locked = 1 /obj/machinery/door/airlock/freezer name = "Freezer Airlock" icon = 'icons/obj/doors/Doorfreezer.dmi' opacity = 1 assembly_type = /obj/structure/door_assembly/door_assembly_fre /obj/machinery/door/airlock/hatch name = "Airtight Hatch" icon = 'icons/obj/doors/Doorhatchele.dmi' explosion_resistance = 20 opacity = 1 assembly_type = /obj/structure/door_assembly/door_assembly_hatch req_one_access = list(access_maint_tunnels) open_sound_powered = 'sound/machines/door/hatchopen.ogg' close_sound_powered = 'sound/machines/door/hatchclose.ogg' open_sound_unpowered = 'sound/machines/door/hatchforced.ogg' /obj/machinery/door/airlock/maintenance_hatch name = "Maintenance Hatch" icon = 'icons/obj/doors/Doorhatchmaint2.dmi' explosion_resistance = 20 opacity = 1 assembly_type = /obj/structure/door_assembly/door_assembly_mhatch req_one_access = list(access_maint_tunnels) open_sound_powered = 'sound/machines/door/hatchopen.ogg' close_sound_powered = 'sound/machines/door/hatchclose.ogg' open_sound_unpowered = 'sound/machines/door/hatchforced.ogg' /obj/machinery/door/airlock/glass_command name = "Command Airlock" icon = 'icons/obj/doors/Doorcomglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_com glass = 1 req_one_access = list(access_heads) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/cmd1o.ogg' department_close_powered = 'sound/machines/door/cmd1c.ogg' /obj/machinery/door/airlock/glass_engineering name = "Engineering Airlock" icon = 'icons/obj/doors/Doorengglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_eng glass = 1 req_one_access = list(access_engine) department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/glass_engineeringatmos name = "Atmospherics Airlock" icon = 'icons/obj/doors/Doorengatmoglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_eat glass = 1 req_one_access = list(access_atmospherics) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/glass_security name = "Security Airlock" icon = 'icons/obj/doors/Doorsecglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_sec glass = 1 req_one_access = list(access_security) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sec1o.ogg' department_close_powered = 'sound/machines/door/sec1c.ogg' /obj/machinery/door/airlock/glass_medical name = "Medical Airlock" icon = 'icons/obj/doors/Doormedglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_med glass = 1 req_one_access = list(access_medical) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/med1o.ogg' department_close_powered = 'sound/machines/door/med1c.ogg' /obj/machinery/door/airlock/mining name = "Mining Airlock" icon = 'icons/obj/doors/Doormining.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_min req_one_access = list(access_mining) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/cgo1o.ogg' department_close_powered = 'sound/machines/door/cgo1c.ogg' /obj/machinery/door/airlock/atmos name = "Atmospherics Airlock" icon = 'icons/obj/doors/Dooratmo.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_atmo req_one_access = list(access_atmospherics) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/research name = "Research Airlock" icon = 'icons/obj/doors/Doorresearch.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_research open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sci1o.ogg' department_close_powered = 'sound/machines/door/sci1c.ogg' /obj/machinery/door/airlock/glass_research name = "Research Airlock" icon = 'icons/obj/doors/Doorresearchglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_research glass = 1 req_one_access = list(access_research) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sci1o.ogg' department_close_powered = 'sound/machines/door/sci1c.ogg' /obj/machinery/door/airlock/glass_mining name = "Mining Airlock" icon = 'icons/obj/doors/Doorminingglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_min glass = 1 req_one_access = list(access_mining) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/cgo1o.ogg' department_close_powered = 'sound/machines/door/cgo1c.ogg' /obj/machinery/door/airlock/glass_atmos name = "Atmospherics Airlock" icon = 'icons/obj/doors/Dooratmoglass.dmi' hitsound = 'sound/effects/Glasshit.ogg' maxhealth = 300 explosion_resistance = 5 opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_atmo glass = 1 req_one_access = list(access_atmospherics) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/eng1o.ogg' department_close_powered = 'sound/machines/door/eng1c.ogg' /obj/machinery/door/airlock/gold name = "Gold Airlock" icon = 'icons/obj/doors/Doorgold.dmi' mineral = "gold" /obj/machinery/door/airlock/silver name = "Silver Airlock" icon = 'icons/obj/doors/Doorsilver.dmi' mineral = "silver" /obj/machinery/door/airlock/diamond name = "Diamond Airlock" icon = 'icons/obj/doors/Doordiamond.dmi' mineral = "diamond" /obj/machinery/door/airlock/uranium name = "Uranium Airlock" desc = "And they said I was crazy." icon = 'icons/obj/doors/Dooruranium.dmi' mineral = "uranium" var/last_event = 0 var/rad_power = 7.5 /obj/machinery/door/airlock/process() // Deliberate no call to parent. if(main_power_lost_until > 0 && world.time >= main_power_lost_until) regainMainPower() if(backup_power_lost_until > 0 && world.time >= backup_power_lost_until) regainBackupPower() else if(electrified_until > 0 && world.time >= electrified_until) electrify(0) if (..() == PROCESS_KILL && !(main_power_lost_until > 0 || backup_power_lost_until > 0 || electrified_until > 0)) . = PROCESS_KILL /obj/machinery/door/airlock/uranium/process() if(world.time > last_event+20) if(prob(50)) SSradiation.radiate(src, rad_power) last_event = world.time ..() /obj/machinery/door/airlock/phoron name = "Phoron Airlock" desc = "No way this can end badly." icon = 'icons/obj/doors/Doorphoron.dmi' mineral = "phoron" /obj/machinery/door/airlock/phoron/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > 300) PhoronBurn(exposed_temperature) /obj/machinery/door/airlock/phoron/proc/ignite(exposed_temperature) if(exposed_temperature > 300) PhoronBurn(exposed_temperature) /obj/machinery/door/airlock/phoron/proc/PhoronBurn(temperature) for(var/turf/simulated/floor/target_tile in range(2,loc)) target_tile.assume_gas("phoron", 35, 400+T0C) spawn (0) target_tile.hotspot_expose(temperature, 400) for(var/turf/simulated/wall/W in range(3,src)) W.burn((temperature/4))//Added so that you can't set off a massive chain reaction with a small flame for(var/obj/machinery/door/airlock/phoron/D in range(3,src)) D.ignite(temperature/4) new/obj/structure/door_assembly( src.loc ) qdel(src) /obj/machinery/door/airlock/sandstone name = "Sandstone Airlock" icon = 'icons/obj/doors/Doorsand.dmi' mineral = "sandstone" /obj/machinery/door/airlock/science name = "Research Airlock" icon = 'icons/obj/doors/Doorsci.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_science req_one_access = list(access_research) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sci1o.ogg' department_close_powered = 'sound/machines/door/sci1c.ogg' /obj/machinery/door/airlock/glass_science name = "Glass Airlocks" icon = 'icons/obj/doors/Doorsciglass.dmi' opacity = 0 assembly_type = /obj/structure/door_assembly/door_assembly_science glass = 1 req_one_access = list(access_research) open_sound_powered = 'sound/machines/door/hall1o.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. close_sound_powered = 'sound/machines/door/hall1c.ogg' // VOREStation Edit: Default door sounds for fancy, department-off. department_open_powered = 'sound/machines/door/sci1o.ogg' department_close_powered = 'sound/machines/door/sci1c.ogg' /obj/machinery/door/airlock/highsecurity name = "Secure Airlock" icon = 'icons/obj/doors/hightechsecurity.dmi' explosion_resistance = 20 secured_wires = 1 assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity req_one_access = list(access_heads_vault) open_sound_powered = 'sound/machines/door/secure1o.ogg' close_sound_powered = 'sound/machines/door/secure1c.ogg' /obj/machinery/door/airlock/voidcraft name = "voidcraft hatch" desc = "It's an extra resilient airlock intended for spacefaring vessels." icon = 'icons/obj/doors/shuttledoors.dmi' explosion_resistance = 20 opacity = 0 glass = 1 assembly_type = /obj/structure/door_assembly/door_assembly_voidcraft open_sound_powered = 'sound/machines/door/shuttle1o.ogg' close_sound_powered = 'sound/machines/door/shuttle1c.ogg' // Airlock opens from top-bottom instead of left-right. /obj/machinery/door/airlock/voidcraft/vertical icon = 'icons/obj/doors/shuttledoors_vertical.dmi' assembly_type = /obj/structure/door_assembly/door_assembly_voidcraft/vertical open_sound_powered = 'sound/machines/door/shuttle1o.ogg' close_sound_powered = 'sound/machines/door/shuttle1c.ogg' /datum/category_item/catalogue/anomalous/precursor_a/alien_airlock name = "Precursor Alpha Object - Doors" desc = "This object appears to be used in order to restrict or allow access to \ rooms based on its physical state. In other words, a door. \ Despite being designed and created by unknown ancient alien hands, this door has \ a large number of similarities to the conventional airlock, such as being driven by \ electricity, opening and closing by physically moving, and being air tight. \ It also operates by responding to signals through internal electrical conduits. \ These characteristics make it possible for one with experience with a multitool \ to manipulate the door.\

\ The symbol on the door does not match any living species' patterns, giving further \ implications that this door is very old, and yet it remains operational after \ thousands of years. It is unknown if that is due to superb construction, or \ unseen autonomous maintenance having been performed." value = CATALOGUER_REWARD_EASY /obj/machinery/door/airlock/alien name = "alien airlock" desc = "You're fairly sure this is a door." catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_airlock) icon = 'icons/obj/doors/Dooralien.dmi' explosion_resistance = 20 secured_wires = TRUE hackProof = TRUE assembly_type = /obj/structure/door_assembly/door_assembly_alien req_one_access = list(access_alien) /obj/machinery/door/airlock/alien/locked icon_state = "door_locked" locked = TRUE /obj/machinery/door/airlock/alien/public // Entry to UFO. req_one_access = list() normalspeed = FALSE // So it closes faster and hopefully keeps the warm air inside. hackProof = TRUE //VOREStation Edit - No borgos /* About the new airlock wires panel: * An airlock wire dialog can be accessed by the normal way or by using wirecutters or a multitool on the door while the wire-panel is open. This would show the following wires, which you can either wirecut/mend or send a multitool pulse through. There are 9 wires. * one wire from the ID scanner. Sending a pulse through this flashes the red light on the door (if the door has power). If you cut this wire, the door will stop recognizing valid IDs. (If the door has 0000 access, it still opens and closes, though) * two wires for power. Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter). Cutting either one disables the main door power, but unless backup power is also cut, the backup power re-powers the door in 10 seconds. While unpowered, the door may be open, but bolts-raising will not work. Cutting these wires may electrocute the user. * one wire for door bolts. Sending a pulse through this drops door bolts (whether the door is powered or not) or raises them (if it is). Cutting this wire also drops the door bolts, and mending it does not raise them. If the wire is cut, trying to raise the door bolts will not work. * two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter). Cutting either one disables the backup door power (allowing it to be crowbarred open, but disabling bolts-raising), but may electocute the user. * one wire for opening the door. Sending a pulse through this while the door has power makes it open the door if no access is required. * one wire for AI control. Sending a pulse through this blocks AI control for a second or so (which is enough to see the AI control light on the panel dialog go off and back on again). Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all. * one wire for electrifying the door. Sending a pulse through this electrifies the door for 30 seconds. Cutting this wire electrifies the door, so that the next person to touch the door without insulated gloves gets electrocuted. (Currently it is also STAYING electrified until someone mends the wire) * one wire for controling door safetys. When active, door does not close on someone. When cut, door will ruin someone's shit. When pulsed, door will immedately ruin someone's shit. * one wire for controlling door speed. When active, dor closes at normal rate. When cut, door does not close manually. When pulsed, door attempts to close every tick. */ /obj/machinery/door/airlock/bumpopen(mob/living/user as mob) //Airlocks now zap you when you 'bump' them open when they're electrified. --NeoFite if(!issilicon(usr)) if(src.isElectrified()) if(!src.justzap) if(src.shock(user, 100)) src.justzap = 1 spawn (10) src.justzap = 0 return else /*if(src.justzap)*/ return else if(user.hallucination > 50 && prob(10) && src.operating == 0) to_chat(user, "You feel a powerful shock course through your body!") user.halloss += 10 user.stunned += 10 return ..(user) /obj/machinery/door/airlock/proc/isElectrified() if(src.electrified_until != 0) return 1 return 0 /obj/machinery/door/airlock/proc/canAIControl() return ((src.aiControlDisabled!=1) && (!src.isAllPowerLoss())); /obj/machinery/door/airlock/proc/canAIHack() return ((src.aiControlDisabled==1) && (!hackProof) && (!src.isAllPowerLoss())); /obj/machinery/door/airlock/proc/arePowerSystemsOn() if (stat & (NOPOWER|BROKEN)) return 0 return (src.main_power_lost_until==0 || src.backup_power_lost_until==0) /obj/machinery/door/airlock/requiresID() return !(wires.is_cut(WIRE_IDSCAN) || aiDisabledIdScanner) /obj/machinery/door/airlock/proc/isAllPowerLoss() if(stat & (NOPOWER|BROKEN)) return 1 if(mainPowerCablesCut() && backupPowerCablesCut()) return 1 return 0 /obj/machinery/door/airlock/proc/mainPowerCablesCut() return wires.is_cut(WIRE_MAIN_POWER1) || wires.is_cut(WIRE_MAIN_POWER2) /obj/machinery/door/airlock/proc/backupPowerCablesCut() return wires.is_cut(WIRE_BACKUP_POWER1) || wires.is_cut(WIRE_BACKUP_POWER2) /obj/machinery/door/airlock/proc/loseMainPower() main_power_lost_until = mainPowerCablesCut() ? -1 : world.time + SecondsToTicks(60) // If backup power is permanently disabled then activate in 10 seconds if possible, otherwise it's already enabled or a timer is already running if(backup_power_lost_until == -1 && !backupPowerCablesCut()) backup_power_lost_until = world.time + SecondsToTicks(10) if(main_power_lost_until > 0 || backup_power_lost_until > 0) START_MACHINE_PROCESSING(src) // Disable electricity if required if(electrified_until && isAllPowerLoss()) electrify(0) update_icon() /obj/machinery/door/airlock/proc/loseBackupPower() backup_power_lost_until = backupPowerCablesCut() ? -1 : world.time + SecondsToTicks(60) if(backup_power_lost_until > 0) START_MACHINE_PROCESSING(src) // Disable electricity if required if(electrified_until && isAllPowerLoss()) electrify(0) update_icon() /obj/machinery/door/airlock/proc/regainMainPower() if(!mainPowerCablesCut()) main_power_lost_until = 0 // If backup power is currently active then disable, otherwise let it count down and disable itself later if(!backup_power_lost_until) backup_power_lost_until = -1 update_icon() /obj/machinery/door/airlock/proc/regainBackupPower() if(!backupPowerCablesCut()) // Restore backup power only if main power is offline, otherwise permanently disable backup_power_lost_until = main_power_lost_until == 0 ? -1 : 0 update_icon() /obj/machinery/door/airlock/proc/electrify(var/duration, var/feedback = 0) var/message = "" if(wires.is_cut(WIRE_ELECTRIFY) && arePowerSystemsOn()) message = text("The electrification wire is cut - Door permanently electrified.") src.electrified_until = -1 else if(duration && !arePowerSystemsOn()) message = text("The door is unpowered - Cannot electrify the door.") src.electrified_until = 0 else if(!duration && electrified_until != 0) message = "The door is now un-electrified." src.electrified_until = 0 else if(duration) //electrify door for the given duration seconds if(usr) shockedby += text("\[[time_stamp()]\] - [usr](ckey:[usr.ckey])") add_attack_logs(usr,name,"Electrified a door") else shockedby += text("\[[time_stamp()]\] - EMP)") message = "The door is now electrified [duration == -1 ? "permanently" : "for [duration] second\s"]." src.electrified_until = duration == -1 ? -1 : world.time + SecondsToTicks(duration) if(electrified_until > 0) START_MACHINE_PROCESSING(src) if(feedback && message) to_chat(usr,message) /obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0) var/message = "" if(wires.is_cut(WIRE_IDSCAN)) message = "The IdScan wire is cut - IdScan feature permanently disabled." else if(activate && src.aiDisabledIdScanner) src.aiDisabledIdScanner = 0 message = "IdScan feature has been enabled." else if(!activate && !src.aiDisabledIdScanner) src.aiDisabledIdScanner = 1 message = "IdScan feature has been disabled." if(feedback && message) to_chat(usr,message) /obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0) var/message = "" // Safeties! We don't need no stinking safeties! if (wires.is_cut(WIRE_SAFETY)) message = text("The safety wire is cut - Cannot enable safeties.") else if (!activate && src.safe) safe = 0 else if (activate && !src.safe) safe = 1 if(feedback && message) to_chat(usr,message) // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise // The preceding comment was borrowed from the grille's shock script /obj/machinery/door/airlock/shock(mob/user, prb) if(!arePowerSystemsOn()) return 0 if(hasShocked) return 0 //Already shocked someone recently? if(..()) hasShocked = 1 sleep(10) hasShocked = 0 return 1 else return 0 /obj/machinery/door/airlock/update_icon() cut_overlays() if(density) if(locked && lights && src.arePowerSystemsOn()) icon_state = "door_locked" else icon_state = "door_closed" if(p_open || welded) if(p_open) add_overlay("panel_open") if (!(stat & NOPOWER)) if(stat & BROKEN) add_overlay("sparks_broken") else if (health < maxhealth * 3/4) add_overlay("sparks_damaged") if(welded) add_overlay("welded") else if (health < maxhealth * 3/4 && !(stat & NOPOWER)) add_overlay("sparks_damaged") else icon_state = "door_open" if((stat & BROKEN) && !(stat & NOPOWER)) add_overlay("sparks_open") return /obj/machinery/door/airlock/do_animate(animation) switch(animation) if("opening") cut_overlay() if(p_open) spawn(2) // The only work around that works. Downside is that the door will be gone for a millisecond. flick("o_door_opening", src) //can not use flick due to BYOND bug updating overlays right before flicking update_icon() else flick("door_opening", src)//[stat ? "_stat":] update_icon() if("closing") cut_overlay() if(p_open) spawn(2) flick("o_door_closing", src) update_icon() else flick("door_closing", src) update_icon() if("spark") if(density) flick("door_spark", src) if("deny") if(density && src.arePowerSystemsOn()) flick("door_deny", src) playsound(src, denied_sound, 50, 0, 3) return /obj/machinery/door/airlock/attack_ai(mob/user as mob) tgui_interact(user) /obj/machinery/door/airlock/attack_ghost(mob/user) tgui_interact(user) /obj/machinery/door/airlock/tgui_interact(mob/user, datum/tgui/ui, datum/tgui/parent_ui, datum/tgui_state/custom_state) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "AiAirlock", name) ui.open() if(custom_state) ui.set_state(custom_state) return TRUE /obj/machinery/door/airlock/tgui_data(mob/user) var/list/data = list() var/list/power = list() power["main"] = main_power_lost_until > 0 ? 0 : 2 power["main_timeleft"] = round(main_power_lost_until > 0 ? max(main_power_lost_until - world.time, 0) / 10 : main_power_lost_until, 1) power["backup"] = backup_power_lost_until > 0 ? 0 : 2 power["backup_timeleft"] = round(backup_power_lost_until > 0 ? max(backup_power_lost_until - world.time, 0) / 10 : backup_power_lost_until, 1) data["power"] = power data["shock"] = (electrified_until == 0) ? 2 : 0 data["shock_timeleft"] = round(electrified_until > 0 ? max(electrified_until - world.time, 0) / 10 : electrified_until, 1) data["id_scanner"] = !aiDisabledIdScanner data["locked"] = locked // bolted data["lights"] = lights // bolt lights data["safe"] = safe // safeties data["speed"] = normalspeed // safe speed data["welded"] = welded // welded data["opened"] = !density // opened var/list/wire = list() wire["main_1"] = !wires.is_cut(WIRE_MAIN_POWER1) wire["main_2"] = !wires.is_cut(WIRE_MAIN_POWER2) wire["backup_1"] = !wires.is_cut(WIRE_BACKUP_POWER1) wire["backup_2"] = !wires.is_cut(WIRE_BACKUP_POWER2) wire["shock"] = !wires.is_cut(WIRE_ELECTRIFY) wire["id_scanner"] = !wires.is_cut(WIRE_IDSCAN) wire["bolts"] = !wires.is_cut(WIRE_DOOR_BOLTS) wire["lights"] = !wires.is_cut(WIRE_BOLT_LIGHT) wire["safe"] = !wires.is_cut(WIRE_SAFETY) wire["timing"] = !wires.is_cut(WIRE_SPEED) data["wires"] = wire return data /obj/machinery/door/airlock/proc/hack(mob/user as mob) if(src.aiHacking==0) src.aiHacking=1 spawn(20) //TODO: Make this take a minute to_chat(user, "Airlock AI control has been blocked. Beginning fault-detection.") sleep(50) if(src.canAIControl()) to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.") src.aiHacking=0 return else if(!src.canAIHack(user)) to_chat(user, "We've lost our connection! Unable to hack airlock.") src.aiHacking=0 return to_chat(user, "Fault confirmed: airlock control wire disabled or cut.") sleep(20) to_chat(user, "Attempting to hack into airlock. This may take some time.") sleep(200) if(src.canAIControl()) to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.") src.aiHacking=0 return else if(!src.canAIHack(user)) to_chat(user, "We've lost our connection! Unable to hack airlock.") src.aiHacking=0 return to_chat(user, "Upload access confirmed. Loading control program into airlock software.") sleep(170) if(src.canAIControl()) to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.") src.aiHacking=0 return else if(!src.canAIHack(user)) to_chat(user, "We've lost our connection! Unable to hack airlock.") src.aiHacking=0 return to_chat(user, "Transfer complete. Forcing airlock to execute program.") sleep(50) //disable blocked control src.aiControlDisabled = 2 to_chat(user, "Receiving control information from airlock.") sleep(10) //bring up airlock dialog src.aiHacking = 0 if (user) src.attack_ai(user) /obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target) if (src.isElectrified()) if (istype(mover, /obj/item)) var/obj/item/i = mover if (i.matter && (MAT_STEEL in i.matter) && i.matter[MAT_STEEL] > 0) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() return ..() /obj/machinery/door/airlock/attack_hand(mob/user as mob) if(!istype(usr, /mob/living/silicon)) if(src.isElectrified()) if(src.shock(user, 100)) return if(istype(user, /mob/living/carbon/human)) var/mob/living/carbon/human/X = user if(istype(X.species, /datum/species/xenos)) src.attack_alien(user) return if(src.p_open) user.set_machine(src) wires.Interact(user) else ..(user) return /obj/machinery/door/airlock/tgui_act(action, params) if(..()) return TRUE if(!user_allowed(usr)) return TRUE switch(action) if("disrupt-main") if(!main_power_lost_until) loseMainPower() update_icon() else to_chat(usr, "Main power is already offline.") . = TRUE if("disrupt-backup") if(!backup_power_lost_until) loseBackupPower() update_icon() else to_chat(usr, "Backup power is already offline.") . = TRUE if("shock-restore") electrify(0, 1) . = TRUE if("shock-temp") electrify(30, 1) . = TRUE if("shock-perm") electrify(-1, 1) . = TRUE if("idscan-toggle") set_idscan(aiDisabledIdScanner, 1) . = TRUE // if("emergency-toggle") // toggle_emergency(usr) // . = TRUE if("bolt-toggle") toggle_bolt(usr) . = TRUE if("light-toggle") if(wires.is_cut(WIRE_BOLT_LIGHT)) to_chat(usr, "The bolt lights wire is cut - The door bolt lights are permanently disabled.") return lights = !lights update_icon() . = TRUE if("safe-toggle") set_safeties(!safe, 1) . = TRUE if("speed-toggle") if(wires.is_cut(WIRE_SPEED)) to_chat(usr, "The timing wire is cut - Cannot alter timing.") return normalspeed = !normalspeed . = TRUE if("open-close") user_toggle_open(usr) . = TRUE update_icon() return 1 /obj/machinery/door/airlock/proc/user_allowed(mob/user) var/allowed = (issilicon(user) && canAIControl(user)) if(!allowed && isobserver(user)) var/mob/observer/dead/D = user if(D.can_admin_interact()) allowed = TRUE return allowed /obj/machinery/door/airlock/proc/toggle_bolt(mob/user) if(!user_allowed(user)) return if(wires.is_cut(WIRE_DOOR_BOLTS)) to_chat(user, "The door bolt drop wire is cut - you can't toggle the door bolts.") return if(locked) if(!arePowerSystemsOn()) to_chat(user, "The door has no power - you can't raise the door bolts.") else unlock() to_chat(user, "The door bolts have been raised.") // log_combat(user, src, "unbolted") else lock() to_chat(user, "The door bolts have been dropped.") // log_combat(user, src, "bolted") /obj/machinery/door/airlock/proc/user_toggle_open(mob/user) if(!user_allowed(user)) return if(welded) to_chat(user, text("The airlock has been welded shut!")) else if(locked) to_chat(user, text("The door bolts are down!")) else if(!density) close() else open() /obj/machinery/door/airlock/proc/can_remove_electronics() return src.p_open && (operating < 0 || (!operating && welded && !src.arePowerSystemsOn() && density && (!src.locked || (stat & BROKEN)))) /obj/machinery/door/airlock/attackby(obj/item/C, mob/user as mob) //to_world("airlock attackby src [src] obj [C] mob [user]") if(!istype(usr, /mob/living/silicon)) if(src.isElectrified()) if(src.shock(user, 75)) return if(istype(C, /obj/item/taperoll)) return src.add_fingerprint(user) if (attempt_vr(src,"attackby_vr",list(C, user))) return if(istype(C, /mob/living)) ..() return if(!repairing && istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density) var/obj/item/weapon/weldingtool/W = C if(W.remove_fuel(0,user)) if(!src.welded) src.welded = 1 else src.welded = null playsound(src, C.usesound, 75, 1) src.update_icon() return else return else if(C.is_screwdriver()) if (src.p_open) if (stat & BROKEN) to_chat(usr, "The panel is broken and cannot be closed.") else src.p_open = 0 playsound(src, C.usesound, 50, 1) else src.p_open = 1 playsound(src, C.usesound, 50, 1) src.update_icon() else if(C.is_wirecutter()) return src.attack_hand(user) else if(istype(C, /obj/item/device/multitool)) return src.attack_hand(user) else if(istype(C, /obj/item/device/assembly/signaler)) return src.attack_hand(user) else if(istype(C, /obj/item/weapon/pai_cable)) // -- TLE var/obj/item/weapon/pai_cable/cable = C cable.plugin(src, user) else if(!repairing && C.is_crowbar()) if(can_remove_electronics()) playsound(src, C.usesound, 75, 1) user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.") if(do_after(user,40 * C.toolspeed)) to_chat(user, "You removed the airlock electronics!") var/obj/structure/door_assembly/da = new assembly_type(src.loc) if (istype(da, /obj/structure/door_assembly/multi_tile)) da.set_dir(src.dir) da.anchored = TRUE if(mineral) da.glass = mineral //else if(glass) else if(glass && !da.glass) da.glass = 1 da.state = 1 da.created_name = src.name da.update_state() if(operating == -1 || (stat & BROKEN)) new /obj/item/weapon/circuitboard/broken(src.loc) operating = 0 else if (!electronics) create_electronics() electronics.loc = src.loc electronics = null qdel(src) return else if(arePowerSystemsOn()) to_chat(user, "The airlock's motors resist your efforts to force it.") else if(locked) to_chat(user, "The airlock's bolts prevent it from being forced.") else if(density) spawn(0) open(1) else spawn(0) close(1) // Check if we're using a crowbar or armblade, and if the airlock's unpowered for whatever reason (off, broken, etc). else if(istype(C, /obj/item/weapon)) var/obj/item/weapon/W = C if((W.pry == 1) && !arePowerSystemsOn()) if(locked) to_chat(user, "The airlock's bolts prevent it from being forced.") else if( !welded && !operating ) if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands. var/obj/item/weapon/material/twohanded/fireaxe/F = C if(!F.wielded) to_chat(user, "You need to be wielding \the [F] to do that.") return // At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it. if(density) spawn(0) open(1) else spawn(0) close(1) else ..() else ..() return /obj/machinery/door/airlock/phoron/attackby(C as obj, mob/user as mob) if(C) ignite(is_hot(C)) ..() /obj/machinery/door/airlock/set_broken() src.p_open = 1 stat |= BROKEN if (secured_wires) lock() for (var/mob/O in viewers(src, null)) if ((O.client && !( O.blinded ))) O.show_message("[src.name]'s control panel bursts open, sparks spewing out!") var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() update_icon() return /obj/machinery/door/airlock/open(var/forced=0) if(!can_open(forced)) return 0 use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people //if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator for(var/mob/M as anything in player_list) if(!M || !M.client) continue var/old_sounds = M.client.is_preference_enabled(/datum/client_preference/old_door_sounds) var/department_door_sounds = M.client.is_preference_enabled(/datum/client_preference/department_door_sounds) var/sound var/volume if(old_sounds) // Do we have old sounds enabled? Play these even if we have department door sounds enabled. if(arePowerSystemsOn()) sound = legacy_open_powered volume = 50 else sound = open_sound_unpowered volume = 75 else if(!old_sounds && department_door_sounds && src.department_open_powered) // Else, we have old sounds disabled, the door has per-department door sounds, and we have chosen to play department door sounds, use these. if(arePowerSystemsOn()) sound = department_open_powered volume = 50 else sound = open_sound_unpowered volume = 75 else // Else, play these. if(arePowerSystemsOn()) sound = open_sound_powered volume = 50 else sound = open_sound_unpowered volume = 75 var/turf/T = get_turf(M) var/distance = get_dist(T, get_turf(src)) if(distance <= world.view * 2) if(T && T.z == get_z(src)) M.playsound_local(get_turf(src), sound, volume, 1, null, 0, TRUE, sound(sound), volume_channel = VOLUME_CHANNEL_DOORS) if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density) src.closeOther.close() return ..() /obj/machinery/door/airlock/can_open(var/forced=0) if(!forced) if(!arePowerSystemsOn() || wires.is_cut(WIRE_OPEN_DOOR)) return 0 if(locked || welded) return 0 return ..() /obj/machinery/door/airlock/can_close(var/forced=0) if(locked || welded) return 0 if(!forced) //despite the name, this wire is for general door control. if(!arePowerSystemsOn() || wires.is_cut(WIRE_OPEN_DOOR)) return 0 return ..() /atom/movable/proc/blocks_airlock() return density /obj/machinery/door/blocks_airlock() return 0 /obj/machinery/mech_sensor/blocks_airlock() return 0 /mob/living/blocks_airlock() return 1 /atom/movable/proc/airlock_crush(var/crush_damage) return 0 /obj/machinery/portable_atmospherics/canister/airlock_crush(var/crush_damage) . = ..() health -= crush_damage healthcheck() /obj/effect/energy_field/airlock_crush(var/crush_damage) adjust_strength(crush_damage) /obj/structure/closet/airlock_crush(var/crush_damage) ..() damage(crush_damage) for(var/atom/movable/AM in src) AM.airlock_crush() return 1 /mob/living/airlock_crush(var/crush_damage) . = ..() adjustBruteLoss(crush_damage) SetStunned(5) SetWeakened(5) var/turf/T = get_turf(src) T.add_blood(src) return 1 /mob/living/carbon/airlock_crush(var/crush_damage) . = ..() if(can_feel_pain()) emote("scream") /mob/living/silicon/robot/airlock_crush(var/crush_damage) adjustBruteLoss(crush_damage) return 0 /obj/machinery/door/airlock/close(var/forced=0) if(!can_close(forced)) return 0 if(safe) for(var/turf/turf in locs) for(var/atom/movable/AM in turf) if(AM.blocks_airlock()) if(!has_beeped) playsound(src, 'sound/machines/buzz-two.ogg', 50, 0) has_beeped = 1 autoclose_in(6) return for(var/turf/turf in locs) for(var/atom/movable/AM in turf) if(AM.airlock_crush(DOOR_CRUSH_DAMAGE)) take_damage(DOOR_CRUSH_DAMAGE) use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people has_beeped = 0 for(var/mob/M as anything in player_list) if(!M || !M.client) continue var/old_sounds = M.client.is_preference_enabled(/datum/client_preference/old_door_sounds) var/department_door_sounds = M.client.is_preference_enabled(/datum/client_preference/department_door_sounds) var/sound var/volume if(old_sounds) if(arePowerSystemsOn()) sound = legacy_close_powered volume = 50 else sound = open_sound_unpowered volume = 75 else if(!old_sounds && department_door_sounds && src.department_close_powered) // Else, we have old sounds disabled, the door has per-department door sounds, and we have chosen to play department door sounds, use these. if(arePowerSystemsOn()) sound = department_close_powered volume = 50 else sound = open_sound_unpowered volume = 75 else if(arePowerSystemsOn()) sound = close_sound_powered volume = 50 else sound = open_sound_unpowered volume = 75 var/turf/T = get_turf(M) var/distance = get_dist(T, get_turf(src)) if(distance <= world.view * 2) if(T && T.z == get_z(src)) M.playsound_local(get_turf(src), sound, volume, 1, null, 0, TRUE, sound(sound), volume_channel = VOLUME_CHANNEL_DOORS) for(var/turf/turf in locs) var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf) if(killthis) killthis.ex_act(2)//Smashin windows return ..() /obj/machinery/door/airlock/proc/lock(var/forced=0) if(locked) return 0 if (operating && !forced) return 0 src.locked = 1 playsound(src, bolt_down_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS) for(var/mob/M in range(1,src)) M.show_message("You hear a click from the bottom of the door.", 2) update_icon() return 1 /obj/machinery/door/airlock/proc/unlock(var/forced=0) if(!src.locked) return if (!forced) if(operating || !src.arePowerSystemsOn() || wires.is_cut(WIRE_DOOR_BOLTS)) return src.locked = 0 playsound(src, bolt_up_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS) for(var/mob/M in range(1,src)) M.show_message("You hear a click from the bottom of the door.", 2) update_icon() return 1 /obj/machinery/door/airlock/allowed(mob/M) if(locked) return 0 return ..(M) /obj/machinery/door/airlock/New(var/newloc, var/obj/structure/door_assembly/assembly=null) ..() //if assembly is given, create the new door from the assembly if (assembly && istype(assembly)) assembly_type = assembly.type electronics = assembly.electronics electronics.loc = src //update the door's access to match the electronics' secured_wires = electronics.secure if(electronics.one_access) LAZYCLEARLIST(req_access) req_one_access = src.electronics.conf_access else LAZYCLEARLIST(req_one_access) req_access = src.electronics.conf_access //get the name from the assembly if(assembly.created_name) name = assembly.created_name else name = "[istext(assembly.glass) ? "[assembly.glass] airlock" : assembly.base_name]" //get the dir from the assembly set_dir(assembly.dir) //wires var/turf/T = get_turf(newloc) if(T && (T.z in using_map.admin_levels)) secured_wires = 1 if (secured_wires) wires = new/datum/wires/airlock/secure(src) else wires = new/datum/wires/airlock(src) /obj/machinery/door/airlock/Initialize() if(src.closeOtherId != null) for (var/obj/machinery/door/airlock/A in machines) if(A.closeOtherId == src.closeOtherId && A != src) src.closeOther = A break name = "\improper [name]" . = ..() /obj/machinery/door/airlock/Destroy() qdel(wires) wires = null return ..() // Most doors will never be deconstructed over the course of a round, // so as an optimization defer the creation of electronics until // the airlock is deconstructed /obj/machinery/door/airlock/proc/create_electronics() //create new electronics if (secured_wires) src.electronics = new/obj/item/weapon/airlock_electronics/secure( src.loc ) else src.electronics = new/obj/item/weapon/airlock_electronics( src.loc ) //update the electronics to match the door's access if(LAZYLEN(req_access)) electronics.conf_access = req_access else if (LAZYLEN(req_one_access)) electronics.conf_access = req_one_access electronics.one_access = 1 /obj/machinery/door/airlock/emp_act(var/severity) if(prob(40/severity)) var/duration = world.time + SecondsToTicks(30 / severity) if(duration > electrified_until) electrify(duration) ..() /obj/machinery/door/airlock/power_change() //putting this is obj/machinery/door itself makes non-airlock doors turn invisible for some reason ..() if(stat & NOPOWER) // If we lost power, disable electrification // Keeping door lights on, runs on internal battery or something. electrified_until = 0 update_icon() /obj/machinery/door/airlock/proc/prison_open() if(arePowerSystemsOn()) src.unlock() src.open() src.lock() return /obj/machinery/door/airlock/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) // Old RCD code made it cost 10 units to decon an airlock. // Now the new one costs ten "sheets". return list( RCD_VALUE_MODE = RCD_DECONSTRUCT, RCD_VALUE_DELAY = 5 SECONDS, RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 10 ) return FALSE /obj/machinery/door/airlock/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) to_chat(user, span("notice", "You deconstruct \the [src].")) qdel(src) return TRUE return FALSE