mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
This commit is contained in:
@@ -4,5 +4,5 @@
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anchored = 1
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New()
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var/list/valid_states = list("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead")
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var/list/valid_states = list("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt")
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src.icon_state = "[pick(valid_states)]"
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@@ -4,18 +4,35 @@
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icon_state = "voice0"
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item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
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w_class = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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flags = FPRINT | TABLEPASS | CONDUCT
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var/spamcheck = 0
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var/emagged = 0
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var/insults = 0//just in case
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/obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
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if (spamcheck)
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return
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playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
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user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
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if(emagged)
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if(insults >= 1)
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playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)//hueheuheuheuheuheuhe
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user.visible_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>")
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insults--
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else
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user << "\red *BZZZZcuntZZZZT*"
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else
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playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
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user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
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spamcheck = 1
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spawn(20)
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spamcheck = 0
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spamcheck = 0
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/obj/item/device/hailer/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/card/emag) && !emagged)
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user << "\red You overload \the [src]'s voice synthesizer."
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emagged = 1
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insults = rand(1, 3)//to prevent dickflooding
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return
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return
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@@ -8,6 +8,7 @@
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var/construction_time = 100
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var/list/construction_cost = list("metal"=20000,"glass"=5000)
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var/list/part = null
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var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
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/obj/item/robot_parts/l_arm
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name = "robot left arm"
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@@ -278,3 +279,13 @@
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del(src)
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return
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return
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/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/card/emag))
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if(sabotaged)
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user << "\red [src] is already sabotaged!"
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else
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user << "\red You slide [W] into the dataport on [src] and short out the safeties."
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sabotaged = 1
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return
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..()
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@@ -19,7 +19,7 @@
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m_amt = 10000
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g_amt = 5000
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 1.0
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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/*HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
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@@ -133,7 +133,7 @@ LOOK FOR SURGERY.DM*/
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m_amt = 5000
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g_amt = 2500
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 1.0
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "pinched")
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@@ -268,7 +268,7 @@ LOOK FOR SURGERY.DM*/
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m_amt = 5000
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g_amt = 2500
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 1.0
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("burnt")
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@@ -360,7 +360,7 @@ LOOK FOR SURGERY.DM*/
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g_amt = 10000
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flags = FPRINT | TABLEPASS | CONDUCT
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force = 15.0
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w_class = 1.0
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("drilled")
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@@ -379,7 +379,7 @@ LOOK FOR SURGERY.DM*/
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icon_state = "scalpel"
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flags = FPRINT | TABLEPASS | CONDUCT
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force = 10.0
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w_class = 1.0
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w_class = 2.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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@@ -631,7 +631,7 @@ LOOK FOR SURGERY.DM*/
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hitsound = 'sound/weapons/circsawhit.ogg'
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flags = FPRINT | TABLEPASS | CONDUCT
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force = 15.0
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w_class = 1.0
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w_class = 2.0
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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@@ -797,6 +797,7 @@ LOOK FOR SURGERY.DM*/
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icon = 'surgery.dmi'
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icon_state = "bone-gel"
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force = 0
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w_class = 2.0
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throwforce = 1.0
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/obj/item/weapon/FixOVein
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@@ -806,6 +807,7 @@ LOOK FOR SURGERY.DM*/
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force = 0
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throwforce = 1.0
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origin_tech = "materials=1;biotech=3"
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w_class = 2.0
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var/usage_amount = 10
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/obj/item/weapon/bonesetter
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@@ -816,4 +818,5 @@ LOOK FOR SURGERY.DM*/
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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w_class = 2.0
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attack_verb = list("attacked", "hit", "bludgeoned")
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@@ -211,8 +211,14 @@
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orient2hud()
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return
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/obj/item/weapon/storage/emp_act(severity)
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/obj/item/clothing/suit/emp_act(severity)
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if(!istype(src.loc, /mob/living))
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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..()
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/obj/item/clothing/suit/hear_talk(mob/M, var/msg)
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for (var/atom/A in src)
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if(istype(A,/obj/))
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var/obj/O = A
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O.hear_talk(M, msg)
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@@ -421,7 +421,11 @@ obj/structure/door_assembly
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door = new src.airlock_type( src.loc )
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//door.req_access = src.req_access
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door.electronics = src.electronics
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door.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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door.req_access = null
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door.req_one_access = src.electronics.conf_access
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else
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door.req_access = src.electronics.conf_access
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if(created_name)
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door.name = created_name
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src.electronics.loc = door
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@@ -107,17 +107,17 @@ obj/structure/windoor_assembly/Del()
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src.name = "Windoor Assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.amount < 2)
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user << "\red You need more plasteel to do this."
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else if(istype(W, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = W
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if(R.amount < 4)
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user << "\red You need more rods to do this."
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return
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user << "\blue You start to reinforce the windoor with plasteel."
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user << "\blue You start to reinforce the windoor with rods."
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if(do_after(user,40))
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if(!src) return
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P.use(2)
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R.use(4)
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user << "\blue You reinforce the windoor."
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src.secure = "secure_"
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if(src.anchored)
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@@ -145,7 +145,7 @@ obj/structure/windoor_assembly/Del()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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if(istype(W, /obj/item/weapon/wirecutters) && !src.electronics)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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@@ -156,12 +156,12 @@ obj/structure/windoor_assembly/Del()
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new/obj/item/weapon/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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src.name = "Anchored Windoor Assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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@@ -177,22 +177,20 @@ obj/structure/windoor_assembly/Del()
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W.loc = src.loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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else if(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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if(!src || !src.electronics) return
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user << "\blue You've removed the airlock electronics!"
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae = electronics
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electronics = null
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ae.loc = src.loc
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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@@ -221,7 +219,11 @@ obj/structure/windoor_assembly/Del()
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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else
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@@ -235,7 +237,11 @@ obj/structure/windoor_assembly/Del()
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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Reference in New Issue
Block a user