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Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things
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@@ -5,7 +5,7 @@
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var/obj/item/weapon/airlock_electronics/circuit = null
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var/state=0
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/obj/structure/displaycase_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/structure/displaycase_frame/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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var/pstate=state
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var/turf/T=get_turf(src)
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switch(state)
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@@ -162,7 +162,7 @@
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/card))
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var/obj/item/weapon/card/id/I=W
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if(!check_access(I))
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