Fix - Clockwork walls have the proper icons, regular and brass windoors can be properly disassembled, fix a windoor runtime and text (#17449)

* This is brass

* I reviewed myself and wound up finding more issues

* Whoa, lots of places where it calls it an airlock instead of a windoor
This commit is contained in:
Vi3trice
2022-02-26 07:55:09 -05:00
committed by GitHub
parent 5a605cc058
commit 976ebf123c
3 changed files with 44 additions and 7 deletions
+35 -1
View File
@@ -280,7 +280,10 @@
WA.setDir(dir)
WA.ini_dir = dir
WA.update_icon()
WA.created_name = name
if(WA.secure)
WA.name = "secure wired windoor assembly"
else
WA.name = "wired windoor assembly"
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
@@ -342,9 +345,40 @@
base_state = "clockwork"
shards = 0
rods = 0
cable = 0
resistance_flags = ACID_PROOF | FIRE_PROOF
var/made_glow = FALSE
/obj/machinery/door/window/clockwork/crowbar_act(mob/user, obj/item/I)
if(operating)
return
if(flags & NODECONSTRUCT)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
try_to_crowbar(user, I)
/obj/machinery/door/window/clockwork/welder_act(mob/user, obj/item/I)
if(operating)
return
if(flags & NODECONSTRUCT)
return
if(!panel_open)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
return
if(!panel_open && operating && !loc)
return
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
var/obj/item/stack/tile/brass/B = new (get_turf(src), 2)
B.add_fingerprint(user)
qdel(src)
/obj/machinery/door/window/clockwork/spawnDebris(location)
. = ..()
. = new /obj/item/stack/tile/brass(location, 2)
@@ -133,7 +133,7 @@
//Adding airlock electronics for access. Step 6 complete.
if(istype(W, /obj/item/airlock_electronics) && !istype(W, /obj/item/airlock_electronics/destroyed))
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...")
user.visible_message("[user] installs the electronics into the windoor assembly.", "You start to install electronics into the windoor assembly...")
user.drop_item()
W.forceMove(src)
@@ -141,7 +141,7 @@
if(!src || electronics)
W.forceMove(loc)
return
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
to_chat(user, "<span class='notice'>You install the windoor electronics.</span>")
name = "near finished windoor assembly"
electronics = W
else
@@ -213,13 +213,13 @@
windoor.close()
/obj/structure/windoor_assembly/screwdriver_act(mob/user, obj/item/I)
if(state != "02" || electronics)
if(state != "02" || !electronics)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || electronics)
user.visible_message("[user] removes the electronics from the windoor assembly.", "You start to uninstall the electronics from the windoor assembly...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
return
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
name = "wired windoor assembly"
@@ -234,7 +234,7 @@
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly...")
user.visible_message("[user] cuts the wires from the windoor assembly.", "You start to cut the wires from windoor assembly...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != "02")
return
to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
+3
View File
@@ -53,6 +53,9 @@
/turf/simulated/wall/clockwork
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall-0"
base_icon_state = "clockwork_wall"
explosion_block = 2
hardness = 10
slicing_duration = 80