diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 645ccc1fd0..383cc1b3a4 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -357,7 +357,7 @@ About the new airlock wires panel:
else /*if(src.justzap)*/
return
else if(user.hallucination > 50 && prob(10) && src.operating == 0)
- user << "You feel a powerful shock course through your body!"
+ to_chat(user,"You feel a powerful shock course through your body!")
user.halloss += 10
user.stunned += 10
return
@@ -461,7 +461,7 @@ About the new airlock wires panel:
src.electrified_until = duration == -1 ? -1 : world.time + SecondsToTicks(duration)
if(feedback && message)
- usr << message
+ to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0)
var/message = ""
@@ -475,7 +475,7 @@ About the new airlock wires panel:
message = "IdScan feature has been disabled."
if(feedback && message)
- usr << message
+ to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0)
var/message = ""
@@ -488,7 +488,7 @@ About the new airlock wires panel:
safe = 1
if(feedback && message)
- usr << message
+ to_chat(usr,message)
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
@@ -596,43 +596,43 @@ About the new airlock wires panel:
src.aiHacking=1
spawn(20)
//TODO: Make this take a minute
- user << "Airlock AI control has been blocked. Beginning fault-detection."
+ to_chat(user,"Airlock AI control has been blocked. Beginning fault-detection.")
sleep(50)
if(src.canAIControl())
- user << "Alert cancelled. Airlock control has been restored without our assistance."
+ to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
- user << "We've lost our connection! Unable to hack airlock."
+ to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
- user << "Fault confirmed: airlock control wire disabled or cut."
+ to_chat(user,"Fault confirmed: airlock control wire disabled or cut.")
sleep(20)
- user << "Attempting to hack into airlock. This may take some time."
+ to_chat(user,"Attempting to hack into airlock. This may take some time.")
sleep(200)
if(src.canAIControl())
- user << "Alert cancelled. Airlock control has been restored without our assistance."
+ to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
- user << "We've lost our connection! Unable to hack airlock."
+ to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
- user << "Upload access confirmed. Loading control program into airlock software."
+ to_chat(user,"Upload access confirmed. Loading control program into airlock software.")
sleep(170)
if(src.canAIControl())
- user << "Alert cancelled. Airlock control has been restored without our assistance."
+ to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
- user << "We've lost our connection! Unable to hack airlock."
+ to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
- user << "Transfer complete. Forcing airlock to execute program."
+ to_chat(user,"Transfer complete. Forcing airlock to execute program.")
sleep(50)
//disable blocked control
src.aiControlDisabled = 2
- user << "Receiving control information from airlock."
+ to_chat(user,"Receiving control information from airlock.")
sleep(10)
//bring up airlock dialog
src.aiHacking = 0
@@ -664,16 +664,16 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/CanUseTopic(var/mob/user)
if(operating < 0) //emagged
- user << "Unable to interface: Internal error."
+ to_chat(user,"Unable to interface: Internal error.")
return STATUS_CLOSE
if(issilicon(user) && !src.canAIControl())
if(src.canAIHack(user))
src.hack(user)
else
if (src.isAllPowerLoss()) //don't really like how this gets checked a second time, but not sure how else to do it.
- user << "Unable to interface: Connection timed out."
+ to_chat(user,"Unable to interface: Connection timed out.")
else
- user << "Unable to interface: Connection refused."
+ to_chat(user,"Unable to interface: Connection refused.")
return STATUS_CLOSE
return ..()
@@ -694,20 +694,20 @@ About the new airlock wires panel:
src.loseBackupPower()
if("bolts")
if(src.isWireCut(AIRLOCK_WIRE_DOOR_BOLTS))
- usr << "The door bolt control wire is cut - Door bolts permanently dropped."
+ to_chat(usr,"The door bolt control wire is cut - Door bolts permanently dropped.")
else if(activate && src.lock())
- usr << "The door bolts have been dropped."
+ to_chat(usr,"The door bolts have been dropped.")
else if(!activate && src.unlock())
- usr << "The door bolts have been raised."
+ to_chat(usr,"The door bolts have been raised.")
if("electrify_temporary")
electrify(30 * activate, 1)
if("electrify_permanently")
electrify(-1 * activate, 1)
if("open")
if(src.welded)
- usr << text("The airlock has been welded shut!")
+ to_chat(usr,text("The airlock has been welded shut!"))
else if(src.locked)
- usr << text("The door bolts are down!")
+ to_chat(usr,text("The door bolts are down!"))
else if(activate && density)
open()
else if(!activate && !density)
@@ -717,7 +717,7 @@ About the new airlock wires panel:
if("timing")
// Door speed control
if(src.isWireCut(AIRLOCK_WIRE_SPEED))
- usr << text("The timing wire is cut - Cannot alter timing.")
+ to_chat(usr,text("The timing wire is cut - Cannot alter timing."))
else if (activate && src.normalspeed)
normalspeed = 0
else if (!activate && !src.normalspeed)
@@ -725,13 +725,13 @@ About the new airlock wires panel:
if("lights")
// Bolt lights
if(src.isWireCut(AIRLOCK_WIRE_LIGHT))
- usr << "The bolt lights wire is cut - The door bolt lights are permanently disabled."
+ to_chat(usr,"The bolt lights wire is cut - The door bolt lights are permanently disabled.")
else if (!activate && src.lights)
lights = 0
- usr << "The door bolt lights have been disabled."
+ to_chat(usr,"The door bolt lights have been disabled.")
else if (activate && !src.lights)
lights = 1
- usr << "The door bolt lights have been enabled."
+ to_chat(usr,"The door bolt lights have been enabled.")
update_icon()
return 1
@@ -764,7 +764,7 @@ About the new airlock wires panel:
else if(istype(C, /obj/item/weapon/screwdriver))
if (src.p_open)
if (stat & BROKEN)
- usr << "The panel is broken and cannot be closed."
+ to_chat(usr,"The panel is broken and cannot be closed.")
else
src.p_open = 0
else
@@ -784,7 +784,7 @@ About the new airlock wires panel:
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 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))
- user << "You removed the airlock electronics!"
+ 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))
@@ -812,9 +812,9 @@ About the new airlock wires panel:
qdel(src)
return
else if(arePowerSystemsOn())
- user << "The airlock's motors resist your efforts to force it."
+ to_chat(user,"The airlock's motors resist your efforts to force it.")
else if(locked)
- user << "The airlock's bolts prevent it from being forced."
+ to_chat(user,"The airlock's bolts prevent it from being forced.")
else
if(density)
spawn(0) open(1)
@@ -826,12 +826,12 @@ About the new airlock wires panel:
var/obj/item/weapon/W = C
if((W.pry == 1) && !arePowerSystemsOn())
if(locked)
- user << "The airlock's bolts prevent it from being forced."
+ 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)
- user << "You need to be wielding \the [F] to do that."
+ 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)
diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index ed01c85149..2ac0c2a48d 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -189,43 +189,40 @@
visible_message("The glass door was sliced open by [user]!")
return 1
- //If it's emagged, crowbar can pry electronics out.
- if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar))
+ //If it's opened/emagged, crowbar can pry it out of its frame.
+ if (!density && istype(I, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
- user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.")
+ user.visible_message("[user] begins prying the windoor out of the frame.", "You start to pry the windoor out of the frame.")
if (do_after(user,40))
- user << "You removed the windoor electronics!"
+ to_chat(user,"You pried the windoor out of the frame!")
var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
if (istype(src, /obj/machinery/door/window/brigdoor))
wa.secure = "secure_"
- wa.name = "secure wired windoor assembly"
- else
- wa.name = "wired windoor assembly"
if (src.base_state == "right" || src.base_state == "rightsecure")
wa.facing = "r"
wa.set_dir(src.dir)
wa.anchored = 1
wa.created_name = name
wa.state = "02"
- wa.update_icon()
+ wa.step = 2
+ wa.update_state()
- var/obj/item/weapon/airlock_electronics/ae
- if(!electronics)
- ae = new/obj/item/weapon/airlock_electronics( src.loc )
- if(!src.req_access)
- src.check_access()
- if(src.req_access.len)
- ae.conf_access = src.req_access
- else if (src.req_one_access.len)
- ae.conf_access = src.req_one_access
- ae.one_access = 1
+ if(operating == -1)
+ wa.electronics = new/obj/item/weapon/circuitboard/broken()
else
- ae = electronics
- electronics = null
- ae.loc = src.loc
- ae.icon_state = "door_electronics_smoked"
-
+ if(!electronics)
+ wa.electronics = new/obj/item/weapon/airlock_electronics()
+ if(!src.req_access)
+ src.check_access()
+ if(src.req_access.len)
+ wa.electronics.conf_access = src.req_access
+ else if (src.req_one_access.len)
+ wa.electronics.conf_access = src.req_one_access
+ wa.electronics.one_access = 1
+ else
+ wa.electronics = electronics
+ electronics = null
operating = 0
qdel(src)
return
diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm
index bd39d82801..42a1357d85 100644
--- a/code/game/objects/structures/door_assembly.dm
+++ b/code/game/objects/structures/door_assembly.dm
@@ -138,14 +138,19 @@
bound_width = world.icon_size
bound_height = width * world.icon_size
+/obj/structure/door_assembly/proc/rename_door(mob/living/user)
+ var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
+ if(!in_range(src, user) && src.loc != user) return
+ created_name = t
+ update_state()
+/obj/structure/door_assembly/attack_robot(mob/living/user)
+ if(Adjacent(user))
+ rename_door(user)
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
- var/t = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
- if(!t) return
- if(!in_range(src, usr) && src.loc != usr) return
- created_name = t
+ rename_door(user)
return
if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
@@ -156,7 +161,7 @@
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
- user << "You welded the [glass] plating off!"
+ to_chat(user, "You welded the [glass] plating off!")
var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2)
glass = 0
@@ -164,18 +169,18 @@
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
- user << "You welded the glass panel out!"
+ to_chat(user, "You welded the glass panel out!")
new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
- user << "You dissasembled the airlock assembly!"
+ to_chat(user, "You dissasembled the airlock assembly!")
new /obj/item/stack/material/steel(src.loc, 4)
qdel (src)
else
- user << "You need more welding fuel."
+ to_chat(user, "You need more welding fuel.")
return
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
@@ -187,19 +192,19 @@
if(do_after(user, 40))
if(!src) return
- user << "You [anchored? "un" : ""]secured the airlock assembly!"
+ to_chat(user, "You [anchored? "un" : ""]secured the airlock assembly!")
anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
- user << "You need one length of coil to wire the airlock assembly."
+ to_chat(user, "You need one length of coil to wire the airlock assembly.")
return
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40) && state == 0 && anchored)
if (C.use(1))
src.state = 1
- user << "You wire the airlock."
+ to_chat(user, "You wire the airlock.")
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -207,7 +212,7 @@
if(do_after(user, 40))
if(!src) return
- user << "You cut the airlock wires.!"
+ to_chat(user, "You cut the airlock wires.!")
new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0
@@ -219,14 +224,14 @@
if(!src) return
user.drop_item()
W.loc = src
- user << "You installed the airlock electronics!"
+ to_chat(user, "You installed the airlock electronics!")
src.state = 2
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
//This should never happen, but just in case I guess
if (!electronics)
- user << "There was nothing to remove."
+ to_chat(user, "There was nothing to remove.")
src.state = 1
return
@@ -235,7 +240,7 @@
if(do_after(user, 40))
if(!src) return
- user << "You removed the airlock electronics!"
+ to_chat(user, "You removed the airlock electronics!")
src.state = 1
electronics.loc = src.loc
electronics = null
@@ -250,28 +255,28 @@
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(1))
- user << "You installed reinforced glass windows into the airlock assembly."
+ to_chat(user, "You installed reinforced glass windows into the airlock assembly.")
glass = 1
else if(material_name)
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
- user << "You cannot make an airlock out of that material."
+ to_chat(user, "You cannot make an airlock out of that material.")
return
if(S.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
- user << "You installed [material_display_name(material_name)] plating into the airlock assembly."
+ to_chat(user, "You installed [material_display_name(material_name)] plating into the airlock assembly.")
glass = material_name
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
- user << "Now finishing the airlock."
+ to_chat(user, "Now finishing the airlock.")
if(do_after(user, 40))
if(!src) return
- user << "You finish the airlock!"
+ to_chat(user, "You finish the airlock!")
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
diff --git a/code/game/objects/structures/windoor_assembly.dm b/code/game/objects/structures/windoor_assembly.dm
index 10c6ae08f1..67b884fa06 100644
--- a/code/game/objects/structures/windoor_assembly.dm
+++ b/code/game/objects/structures/windoor_assembly.dm
@@ -25,6 +25,7 @@ obj/structure/windoor_assembly
var/facing = "l" //Does the windoor open to the left or right?
var/secure = "" //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed in terms of sprites
+ var/step = null //How far the door assembly has progressed in terms of steps
obj/structure/windoor_assembly/secure
name = "secure windoor assembly"
@@ -41,6 +42,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
set_dir(start_dir)
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
set_dir(NORTH)
+ update_state()
update_nearby_tiles(need_rebuild=1)
@@ -69,13 +71,19 @@ obj/structure/windoor_assembly/Destroy()
else
return 1
+/obj/structure/windoor_assembly/proc/rename_door(mob/living/user)
+ var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
+ if(!in_range(src, user) && src.loc != user) return
+ created_name = t
+ update_state()
+
+/obj/structure/windoor_assembly/attack_robot(mob/living/user)
+ if(Adjacent(user))
+ rename_door(user)
/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
- var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
- if(!t) return
- if(!in_range(src, usr) && src.loc != usr) return
- created_name = t
+ rename_door(user)
return
switch(state)
@@ -88,14 +96,14 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src || !WT.isOn()) return
- user << "You disassembled the windoor assembly!"
+ to_chat(user,"You disassembled the windoor assembly!")
if(secure)
new /obj/item/stack/material/glass/reinforced(get_turf(src), 2)
else
new /obj/item/stack/material/glass(get_turf(src), 2)
qdel(src)
else
- user << "You need more welding fuel to disassemble the windoor assembly."
+ to_chat(user,"You need more welding fuel to disassemble the windoor assembly.")
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
@@ -105,12 +113,9 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
- user << "You've secured the windoor assembly!"
+ to_chat(user,"You've secured the windoor assembly!")
src.anchored = 1
- if(src.secure)
- src.name = "secure anchored windoor assembly"
- else
- src.name = "anchored windoor assembly"
+ step = 0
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
@@ -119,12 +124,9 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
- user << "You've unsecured the windoor assembly!"
+ to_chat(user,"You've unsecured the windoor assembly!")
src.anchored = 0
- if(src.secure)
- src.name = "secure windoor assembly"
- else
- src.name = "windoor assembly"
+ step = null
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
@@ -133,12 +135,9 @@ obj/structure/windoor_assembly/Destroy()
var/obj/item/stack/cable_coil/CC = W
if(do_after(user, 40))
if (CC.use(1))
- user << "You wire the windoor!"
+ to_chat(user,"You wire the windoor!")
src.state = "02"
- if(src.secure)
- src.name = "secure wired windoor assembly"
- else
- src.name = "wired windoor assembly"
+ step = 1
else
..()
@@ -152,16 +151,13 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
- user << "You cut the windoor wires.!"
+ to_chat(user,"You cut the windoor wires.!")
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01"
- if(src.secure)
- src.name = "secure anchored windoor assembly"
- else
- src.name = "anchored windoor assembly"
+ step = 0
//Adding airlock electronics for access. Step 6 complete.
- else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
+ else if(istype(W, /obj/item/weapon/airlock_electronics))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
@@ -170,8 +166,8 @@ obj/structure/windoor_assembly/Destroy()
user.drop_item()
W.loc = src
- user << "You've installed the airlock electronics!"
- src.name = "near finished windoor assembly"
+ to_chat(user,"You've installed the airlock electronics!")
+ step = 2
src.electronics = W
else
W.loc = src.loc
@@ -183,11 +179,8 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src || !src.electronics) return
- user << "You've removed the airlock electronics!"
- if(src.secure)
- src.name = "secure wired windoor assembly"
- else
- src.name = "wired windoor assembly"
+ to_chat(user,"You've removed the airlock electronics!")
+ step = 1
var/obj/item/weapon/airlock_electronics/ae = electronics
electronics = null
ae.loc = src.loc
@@ -195,9 +188,12 @@ obj/structure/windoor_assembly/Destroy()
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
if(!src.electronics)
- usr << "The assembly is missing electronics."
+ to_chat(usr,"The assembly is missing electronics.")
return
- usr << browse(null, "window=windoor_access")
+ if(src.electronics && istype(src.electronics, /obj/item/weapon/circuitboard/broken))
+ to_chat(usr,"The assembly has broken airlock electronics.")
+ return
+ to_chat(usr,browse(null, "window=windoor_access")) //Not sure what this actually does... -Ner
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
@@ -206,7 +202,7 @@ obj/structure/windoor_assembly/Destroy()
if(!src) return
density = 1 //Shouldn't matter but just incase
- user << "You finish the windoor!"
+ to_chat(user,"You finish the windoor!")
if(secure)
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
@@ -218,7 +214,8 @@ obj/structure/windoor_assembly/Destroy()
windoor.base_state = "rightsecure"
windoor.set_dir(src.dir)
windoor.density = 0
- windoor.name = created_name
+ if(created_name)
+ windoor.name = created_name
spawn(0)
windoor.close()
@@ -239,7 +236,8 @@ obj/structure/windoor_assembly/Destroy()
windoor.base_state = "right"
windoor.set_dir(src.dir)
windoor.density = 0
- windoor.name = created_name
+ if(created_name)
+ windoor.name = created_name
spawn(0)
windoor.close()
@@ -263,7 +261,15 @@ obj/structure/windoor_assembly/Destroy()
/obj/structure/windoor_assembly/proc/update_state()
update_icon()
- name += " ([created_name])"
+ name = ""
+ switch(step)
+ if (0)
+ name = "anchored "
+ if (1)
+ name = "wired "
+ if (2)
+ name = "near finished "
+ name += "[secure ? "secure " : ""]windoor assembly[created_name ? " ([created_name])" : ""]"
//Rotates the windoor assembly clockwise
/obj/structure/windoor_assembly/verb/revrotate()
@@ -272,7 +278,7 @@ obj/structure/windoor_assembly/Destroy()
set src in oview(1)
if (src.anchored)
- usr << "It is fastened to the floor; therefore, you can't rotate it!"
+ to_chat(usr,"It is fastened to the floor; therefore, you can't rotate it!")
return 0
if(src.state != "01")
update_nearby_tiles(need_rebuild=1) //Compel updates before
@@ -292,11 +298,11 @@ obj/structure/windoor_assembly/Destroy()
set src in oview(1)
if(src.facing == "l")
- usr << "The windoor will now slide to the right."
+ to_chat(usr,"The windoor will now slide to the right.")
src.facing = "r"
else
src.facing = "l"
- usr << "The windoor will now slide to the left."
+ to_chat(usr,"The windoor will now slide to the left.")
update_icon()
return
diff --git a/html/changelogs/Nerezza - doortweaks.yml b/html/changelogs/Nerezza - doortweaks.yml
new file mode 100644
index 0000000000..edfcfb631a
--- /dev/null
+++ b/html/changelogs/Nerezza - doortweaks.yml
@@ -0,0 +1,38 @@
+################################
+# Example Changelog File
+#
+# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
+#
+# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
+# When it is, any changes listed below will disappear.
+#
+# Valid Prefixes:
+# bugfix
+# wip (For works in progress)
+# tweak
+# soundadd
+# sounddel
+# rscadd (general adding of nice things)
+# rscdel (general deleting of nice things)
+# imageadd
+# imagedel
+# maptweak
+# spellcheck (typo fixes)
+# experiment
+#################################
+
+# Your name.
+author: Nerezza
+
+# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
+delete-after: True
+
+# Any changes you've made. See valid prefix list above.
+# INDENT WITH TWO SPACES. NOT TABS. SPACES.
+# SCREW THIS UP AND IT WON'T WORK.
+# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
+# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
+changes:
+ - rscadd: "Windoors can now be disassembled. Apply crowbar when open."
+ - rscadd: "Borgs can name doors and windoors now. Click an adjacent assembly with no modules active."
+ - bugfix: "Windoors now know how to name themselves. In addition, unnamed windoors now spawn with their default name instead of null."