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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Final fixes
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@@ -1,6 +1,4 @@
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//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
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//machineryness
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//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its machineryness
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/obj/structure/mineral_door
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name = "metal door"
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density = 1
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@@ -19,7 +17,8 @@
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var/sheetType = /obj/item/stack/sheet/metal
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var/sheetAmount = 7
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var/openSound = 'sound/effects/stonedoor_openclose.ogg'
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var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
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var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
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var/damageSound = null
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/obj/structure/mineral_door/New(location)
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..()
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@@ -135,16 +134,26 @@
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/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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to_chat(user, "<span class='notice'>You start digging the [name].</span>")
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to_chat(user, "<span class='notice'>You start digging \the [src].</span>")
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if(do_after(user, digTool.digspeed * hardness, target = src) && src)
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to_chat(user, "You finished digging.")
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to_chat(user, "<span class='notice'>You finished digging.</span>")
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deconstruct(TRUE)
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else if(istype(W, /obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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to_chat(user, "<span class='danger'>You hit the [name] with your [W.name]!</span>")
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CheckHardness()
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else
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else if(user.a_intent != I_HARM)
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attack_hand(user)
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else
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attacked_by(W, user)
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/obj/structure/mineral_door/proc/attacked_by(obj/item/I, mob/user)
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if(I.damtype != STAMINA)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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visible_message("<span class='notice'>[user] hits \the [src] with \the [I].</span>")
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if(damageSound)
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playsound(loc, damageSound, 100, 1)
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else
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playsound(loc, I.hitsound, 100, 1)
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hardness -= I.force / 100
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CheckHardness()
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/obj/structure/mineral_door/proc/CheckHardness()
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if(hardness <= 0)
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@@ -251,12 +260,9 @@
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close_delay = 100
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openSound = 'sound/effects/attackblob.ogg'
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closeSound = 'sound/effects/attackblob.ogg'
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damageSound = 'sound/effects/attackblob.ogg'
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sheetType = null
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/obj/structure/mineral_door/resin/TryToSwitchState(atom/user)
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if(isalien(user))
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return ..()
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/obj/structure/mineral_door/resin/CheckHardness()
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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..()
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