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ZAS fixes, implements multi-tile doors (That work perfectly!)
That multi-tile firedoor needs love. Lots of love. (It is missing a lot of icon states)
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@@ -147,8 +147,26 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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icon = 'icons/obj/doors/Door2x1glassfull.dmi'
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opacity = 0
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doortype = 10
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bound_width = 64
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glass = 1
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update_nearby_tiles(need_rebuild)
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. = ..()
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if(!.)
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return
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var/turf/simulated/second_turf = get_step(src, EAST)
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var/turf/simulated/north = get_step(second_turf, NORTH)
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var/turf/simulated/east = get_step(second_turf, EAST)
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var/turf/simulated/south = get_step(second_turf, SOUTH)
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update_heat_protection(second_turf)
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if(istype(north)) air_master.tiles_to_update |= north
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if(istype(south)) air_master.tiles_to_update |= south
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if(istype(east)) air_master.tiles_to_update |= east
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/obj/machinery/door/airlock/freezer
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name = "Freezer Airlock"
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icon = 'icons/obj/doors/Doorfreezer.dmi'
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@@ -1306,29 +1324,31 @@ About the new airlock wires panel:
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if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS) )
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return
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if(safe)
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if(locate(/mob/living) in get_turf(src))
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// playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0) //THE BUZZING IT NEVER STOPS -Pete
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spawn (60)
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close()
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return
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for(var/turf/turf in locs)
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if(locate(/mob/living) in turf)
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// playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0) //THE BUZZING IT NEVER STOPS -Pete
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spawn (60)
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close()
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return
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for(var/mob/living/M in get_turf(src))
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if(isrobot(M))
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M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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else
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M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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M.SetStunned(5)
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M.SetWeakened(5)
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var/obj/effect/stop/S
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S = new /obj/effect/stop
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S.victim = M
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S.loc = src.loc
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spawn(20)
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del(S)
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M.emote("scream")
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var/turf/location = src.loc
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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for(var/turf/turf in locs)
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for(var/mob/living/M in turf)
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if(isrobot(M))
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M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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else
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M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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M.SetStunned(5)
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M.SetWeakened(5)
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var/obj/effect/stop/S
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S = new /obj/effect/stop
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S.victim = M
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S.loc = src.loc
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spawn(20)
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del(S)
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M.emote("scream")
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var/turf/location = src.loc
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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use_power(50)
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if(istype(src, /obj/machinery/door/airlock/glass))
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@@ -1337,9 +1357,10 @@ About the new airlock wires panel:
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playsound(src.loc, 'sound/items/bikehorn.ogg', 30, 1)
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else
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playsound(src.loc, 'sound/machines/airlock.ogg', 30, 1)
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in get_turf(src))
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if(killthis)
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killthis.ex_act(2)//Smashin windows
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for(var/turf/turf in locs)
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
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if(killthis)
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killthis.ex_act(2)//Smashin windows
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..()
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return
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@@ -272,4 +272,25 @@
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(destination)) air_master.tiles_to_update += destination
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return 1
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*/
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*/
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/obj/machinery/door/firedoor/multi_tile
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icon = 'DoorHazard2x1.dmi'
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bound_width = 64
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update_nearby_tiles(need_rebuild)
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if(!.)
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return
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. = ..()
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var/turf/simulated/second_turf = get_step(src, EAST)
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var/turf/simulated/north = get_step(second_turf, NORTH)
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var/turf/simulated/east = get_step(second_turf, EAST)
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var/turf/simulated/south = get_step(second_turf, SOUTH)
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update_heat_protection(second_turf)
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if(istype(north)) air_master.tiles_to_update |= north
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if(istype(south)) air_master.tiles_to_update |= south
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if(istype(east)) air_master.tiles_to_update |= east
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