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https://github.com/ParadiseSS13/Paradise.git
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makes door code more OOP: reduced copypasta in shutter and poddoor code, they have their own icon files, changed name of icon_states in the maps
added a few defines and helpers do_after family supports callbacks added airlock security levels to airlocks obj_integrity for doors, door assemblies, firelock frames vault door assembly is 8 plasteel up from 6 explosion_block works better heavy firelocks block explosions, firelock (de)construction uses crowbar instead of welder xenos can open airlocks minor change to attacking obj message
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@@ -80,9 +80,9 @@
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if(T.density && T.explosion_block)
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cached_exp_block[T] += T.explosion_block
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for(var/obj/machinery/door/D in T)
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if(D.density && D.explosion_block)
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cached_exp_block[T] += D.explosion_block
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for(var/obj/O in T)
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var/the_block = O.explosion_block
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cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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CHECK_TICK
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for(var/A in affected_turfs)
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@@ -212,12 +212,12 @@
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var/turf/TT = T
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while(TT != epicenter)
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TT = get_step_towards(TT,epicenter)
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if(TT.density && TT.explosion_block)
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if(TT.density)
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dist += TT.explosion_block
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for(var/obj/machinery/door/D in TT)
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if(D.density && D.explosion_block)
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dist += D.explosion_block
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for(var/obj/O in T)
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var/the_block = O.explosion_block
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dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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if(dist < dev)
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T.color = "red"
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