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Airlocks properly update their icon_state when open/closed
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@@ -313,15 +313,14 @@ About the new airlock wires panel:
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/obj/machinery/door/airlock/update_icon(state=0, override=0)
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if(operating && !override)
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return
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icon_state = density ? "closed" : "open"
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switch(state)
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if(0)
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if(density)
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state = AIRLOCK_CLOSED
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else
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state = AIRLOCK_OPEN
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icon_state = ""
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if(AIRLOCK_OPEN, AIRLOCK_CLOSED)
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icon_state = ""
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if(AIRLOCK_DENY, AIRLOCK_OPENING, AIRLOCK_CLOSING, AIRLOCK_EMAG)
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icon_state = "nonexistenticonstate" //MADNESS
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set_airlock_overlays(state)
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@@ -670,12 +669,12 @@ About the new airlock wires panel:
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return FALSE
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//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
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//Also it's a bit inconsistent that when you access the panel you headbutt it. But not while crowbarring
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//Also it's a bit inconsistent that when you access the panel you headbutt it. But not while crowbarring
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//Try to interact with the panel. If the user can't it'll try activating the door
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/obj/machinery/door/airlock/proc/interact_with_panel(mob/user)
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if(shock_user(user, 100))
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return
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if(panel_open)
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if(security_level)
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to_chat(user, "<span class='warning'>Wires are protected!</span>")
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@@ -1325,7 +1324,7 @@ About the new airlock wires panel:
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user.visible_message("<span class='notice'>[user] removes [note] from [src].</span>", "<span class='notice'>You remove [note] from [src].</span>")
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playsound(src, 'sound/items/poster_ripped.ogg', 50, 1)
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else return FALSE
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else
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else
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user.visible_message("<span class='notice'>[user] cuts down [note] from [src].</span>", "<span class='notice'>You remove [note] from [src].</span>")
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playsound(src, 'sound/items/Wirecutter.ogg', 50, 1)
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note.forceMove(get_turf(user))
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