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https://github.com/CHOMPstation/CHOMPstation.git
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Adds a pry var to objects, which checks if the obj can open doors
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@@ -32,6 +32,7 @@
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force = 40
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sharp = 1
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edge = 1
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pry = 1
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anchored = 1
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throwforce = 0 //Just to be on the safe side
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throw_range = 0
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@@ -727,7 +727,7 @@ About the new airlock wires panel:
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update_icon()
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return 1
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/obj/machinery/door/airlock/attackby(C as obj, mob/user as mob)
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/obj/machinery/door/airlock/attackby(obj/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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if(!istype(usr, /mob/living/silicon))
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if(src.isElectrified())
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@@ -810,7 +810,7 @@ About the new airlock wires panel:
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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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else if( (istype(C, /obj/item/weapon/material/twohanded/fireaxe) || istype(C, /obj/item/weapon/melee/arm_blade) ) && !arePowerSystemsOn())
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else if((C.pry == 1) && !arePowerSystemsOn())
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if(locked)
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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else if( !welded && !operating )
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@@ -90,7 +90,7 @@
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// This only works on broken doors or doors without power. Also allows repair with Plasteel.
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/obj/machinery/door/blast/attackby(obj/item/weapon/C as obj, mob/user as mob)
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src.add_fingerprint(user)
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if(istype(C, /obj/item/weapon/crowbar) || istype(C, /obj/item/weapon/material/twohanded/fireaxe) || istype(C, /obj/item/weapon/melee/arm_blade))
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if(C.pry == 1)
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if(istype(C,/obj/item/weapon/material/twohanded/fireaxe))
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(!F.wielded)
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@@ -235,7 +235,7 @@
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user << "<span class='danger'>\The [src] is welded shut!</span>"
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return
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if(istype(C, /obj/item/weapon/crowbar) || istype(C,/obj/item/weapon/material/twohanded/fireaxe) || istype(C, /obj/item/weapon/melee/arm_blade))
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if(C.pry == 1)
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if(operating)
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return
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@@ -93,6 +93,22 @@
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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/obj/item/weapon/material/twohanded/fireaxe/update_held_icon()
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var/mob/living/M = loc
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if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
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wielded = 1
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pry = 1
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force = force_wielded
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name = "[base_name] (wielded)"
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update_icon()
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else
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wielded = 0
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pry = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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..()
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/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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@@ -413,6 +413,7 @@
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slot_flags = SLOT_BELT
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force = 5.0
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throwforce = 7.0
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pry = 1
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item_state = "crowbar"
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w_class = 2.0
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origin_tech = list(TECH_ENGINEERING = 1)
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@@ -7,6 +7,7 @@
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var/throwforce = 1
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var/sharp = 0 // whether this object cuts
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var/edge = 0 // whether this object is more likely to dismember
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var/pry = 0 //Used in attackby() to open doors
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/armor_penetration = 0
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