diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index a076fcec8fd..0831293ad29 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -313,15 +313,14 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/update_icon(state=0, override=0)
if(operating && !override)
return
+ icon_state = density ? "closed" : "open"
switch(state)
if(0)
if(density)
state = AIRLOCK_CLOSED
else
state = AIRLOCK_OPEN
- icon_state = ""
if(AIRLOCK_OPEN, AIRLOCK_CLOSED)
- icon_state = ""
if(AIRLOCK_DENY, AIRLOCK_OPENING, AIRLOCK_CLOSING, AIRLOCK_EMAG)
icon_state = "nonexistenticonstate" //MADNESS
set_airlock_overlays(state)
@@ -670,12 +669,12 @@ About the new airlock wires panel:
return FALSE
//For the tools being used on the door. Since you don't want to call the attack_hand method if you're using hands. That would be silly
-//Also it's a bit inconsistent that when you access the panel you headbutt it. But not while crowbarring
+//Also it's a bit inconsistent that when you access the panel you headbutt it. But not while crowbarring
//Try to interact with the panel. If the user can't it'll try activating the door
/obj/machinery/door/airlock/proc/interact_with_panel(mob/user)
if(shock_user(user, 100))
return
-
+
if(panel_open)
if(security_level)
to_chat(user, "Wires are protected!")
@@ -1325,7 +1324,7 @@ About the new airlock wires panel:
user.visible_message("[user] removes [note] from [src].", "You remove [note] from [src].")
playsound(src, 'sound/items/poster_ripped.ogg', 50, 1)
else return FALSE
- else
+ else
user.visible_message("[user] cuts down [note] from [src].", "You remove [note] from [src].")
playsound(src, 'sound/items/Wirecutter.ogg', 50, 1)
note.forceMove(get_turf(user))