mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
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
This commit is contained in:
@@ -4,15 +4,16 @@
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icon_state = "construction"
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anchored = FALSE
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density = TRUE
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max_integrity = 200
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
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var/mineral = null
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var/mineral
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var/base_name = "airlock"
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/obj/item/weapon/airlock_electronics/electronics
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/glass = 0 // 0 = glass can be installed. 1 = glass is already installed.
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var/created_name = null
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var/created_name
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var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
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var/previous_assembly = /obj/structure/door_assembly
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var/noglass = FALSE //airlocks with no glass version, also cannot be modified with sheets
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@@ -116,12 +117,12 @@
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else if(iscoil(W) && state == AIRLOCK_ASSEMBLY_NEEDS_WIRES && anchored)
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var/obj/item/stack/cable_coil/coil = W
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if (coil.amount < 1)
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if(coil.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>")
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return
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user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly...")
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if(do_after(user, 40 * coil.toolspeed, target = src))
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if(coil.amount < 1 || state != AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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if(coil.get_amount() < 1 || state != AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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return
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coil.use(1)
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state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
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@@ -173,14 +174,14 @@
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else if(istype(W, /obj/item/stack/sheet) && (!glass || !mineral))
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var/obj/item/stack/sheet/S = W
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if(S)
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if(S.amount>=1)
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if(S.get_amount() >= 1)
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if(!noglass)
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if(!glass)
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if(istype(S, /obj/item/stack/sheet/rglass) || istype(S, /obj/item/stack/sheet/glass))
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playsound(loc, S.usesound, 100, 1)
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly...")
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if(do_after(user, 40 * S.toolspeed, target = src))
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if(S.amount < 1 || glass)
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if(S.get_amount() < 1 || glass)
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return
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if(S.type == /obj/item/stack/sheet/rglass)
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to_chat(user, "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>")
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@@ -192,11 +193,11 @@
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if(!mineral)
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if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
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var/M = S.sheettype
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if(S.amount>=2)
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if(S.get_amount() >= 2)
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playsound(loc, S.usesound, 100, 1)
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly...")
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if(do_after(user, 40 * S.toolspeed, target = src))
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if(S.amount < 2 || mineral)
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if(S.get_amount() < 2 || mineral)
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return
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to_chat(user, "<span class='notice'>You install [M] plating into the airlock assembly.</span>")
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S.use(2)
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@@ -204,7 +205,7 @@
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var/obj/structure/door_assembly/MA = new mineralassembly(loc)
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transfer_assembly_vars(src, MA, TRUE)
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else
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to_chat(user, "<span class='warning'>You need at least two sheets add a mineral cover!</span>")
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to_chat(user, "<span class='warning'>You need at least two sheets to add a mineral cover!</span>")
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else
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to_chat(user, "<span class='warning'>You cannot add [S] to [src]!</span>")
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else
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@@ -239,7 +240,7 @@
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electronics.forceMove(door)
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qdel(src)
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else
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..()
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return ..()
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update_name()
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update_icon()
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@@ -9,38 +9,41 @@
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*/
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obj/structure/windoor_assembly
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/obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor Assembly"
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name = "windoor assembly"
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icon_state = "l_windoor_assembly01"
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anchored = 0
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density = 0
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desc = "A small glass and wire assembly for windoors."
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anchored = FALSE
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density = FALSE
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dir = NORTH
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max_integrity = 300
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/created_name = null
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var/obj/item/weapon/airlock_electronics/electronics
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var/created_name
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = 0 //Whether or not this creates a secure windoor
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var/secure = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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obj/structure/windoor_assembly/New(dir=NORTH)
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obj/structure/windoor_assembly/New(loc, set_dir)
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..()
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src.ini_dir = src.dir
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if(set_dir)
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dir = set_dir
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ini_dir = dir
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air_update_turf(1)
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obj/structure/windoor_assembly/Destroy()
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density = 0
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density = FALSE
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QDEL_NULL(electronics)
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air_update_turf(1)
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return ..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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..()
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. = ..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon()
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@@ -54,13 +57,13 @@ obj/structure/windoor_assembly/Destroy()
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else
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(var/turf/T)
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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@@ -69,166 +72,166 @@ obj/structure/windoor_assembly/Destroy()
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob, params)
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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if(iswelder(W) && !anchored)
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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user.visible_message("<span class='warning'>[user] dissassembles the windoor assembly.</span>", "<span class='notice'>You start to dissassemble the windoor assembly.</span>")
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playsound(src.loc, WT.usesound, 50, 1)
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user.visible_message("<span class='warning'>[user] disassembles the windoor assembly.</span>", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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if(do_after(user, 40 * WT.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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to_chat(user, "<span class='notice'>You dissasembled the windoor assembly!</span>")
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if(!src || !WT.isOn())
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return
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to_chat(user, "<span class='notice'>You disasemble the windoor assembly.</span>")
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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else
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location.</span>")
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if(iswrench(W) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || src.anchored)
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if(!src || anchored)
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return
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location.</span>")
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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to_chat(user, "<span class='notice'>You've secured the windoor assembly!</span>")
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src.anchored = 1
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if(src.secure)
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src.name = "secure anchored windoor assembly"
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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anchored = TRUE
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if(secure)
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name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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else if(iswrench(W) && anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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user.visible_message("[user] unsecures the windoor assembly from the floor.", "You start to unsecure the windoor assembly from the floor...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !src.anchored)
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if(!src || !anchored)
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return
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to_chat(user, "<span class='notice'>You've unsecured the windoor assembly!</span>")
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src.anchored = 0
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if(src.secure)
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src.name = "secure windoor assembly"
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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anchored = FALSE
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if(secure)
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name = "secure windoor assembly"
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else
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src.name = "windoor assembly"
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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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to_chat(user, "<span class='danger'>You need more plasteel to do this.</span>")
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if(P.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel.</span>")
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user, 40 * P.toolspeed, target = src))
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if(!src || secure)
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if(!src || secure || P.get_amount() < 2)
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return
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playsound(loc, P.usesound, 100, 1)
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P.use(2)
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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src.secure = 1
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if(src.anchored)
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src.name = "secure anchored windoor assembly"
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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src.name = "secure windoor assembly"
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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else if(iscoil(W) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !src.anchored || src.state != "01")
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if(!src || !anchored || state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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CC.use(1)
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to_chat(user, "<span class='notice'>You wire the windoor!</span>")
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to_chat(user, "<span class='notice'>You wire the windoor.</span>")
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playsound(loc, CC.usesound, 100, 1)
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src.state = "02"
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if(src.secure)
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src.name = "secure wired windoor assembly"
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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src.name = "wired windoor assembly"
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name = "wired windoor assembly"
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else
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..()
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return ..()
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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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playsound(src.loc, W.usesound, 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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if(iswirecutter(W))
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playsound(loc, W.usesound, 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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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || src.state != "02")
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if(!src || state != "02")
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return
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to_chat(user, "<span class='notice'>You cut the windoor wires!</span>")
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to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
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new/obj/item/stack/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 anchored windoor assembly"
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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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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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playsound(src.loc, W.usesound, 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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playsound(loc, W.usesound, 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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user.drop_item()
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W.loc = src
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W.forceMove(src)
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || src.electronics)
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W.loc = src.loc
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if(!src || electronics)
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W.forceMove(loc)
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return
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to_chat(user, "<span class='notice'>You've installed the airlock electronics!</span>")
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src.name = "near finished windoor assembly"
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src.electronics = W
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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name = "near finished windoor assembly"
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electronics = W
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else
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W.loc = src.loc
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W.forceMove(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(isscrewdriver(W))
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if(!electronics)
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return
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playsound(src.loc, W.usesound, 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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playsound(loc, W.usesound, 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 * W.toolspeed, target = src))
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if(!src || !electronics)
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return
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to_chat(user, "<span class='notice'>You've removed the airlock electronics!</span>")
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src.name = "wired windoor assembly"
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae
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ae = electronics
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electronics = null
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ae.loc = src.loc
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ae.forceMove(loc)
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else if(istype(W, /obj/item/weapon/pen))
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var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
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var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && src.loc != usr)
|
||||
if(!in_range(src, usr) && loc != usr)
|
||||
return
|
||||
created_name = t
|
||||
return
|
||||
@@ -236,70 +239,68 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(istype(W, /obj/item/weapon/crowbar))
|
||||
if(!src.electronics)
|
||||
to_chat(usr, "<span class='danger'>The assembly is missing electronics.</span>")
|
||||
else if(iscrowbar(W))
|
||||
if(!electronics)
|
||||
to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
|
||||
return
|
||||
usr << browse(null, "window=windoor_access")
|
||||
playsound(src.loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame...")
|
||||
|
||||
if(do_after(user, 40 * W.toolspeed, target = src))
|
||||
|
||||
if(src.loc && src.electronics)
|
||||
if(loc && electronics)
|
||||
for(var/obj/machinery/door/window/WD in loc)
|
||||
if(WD.dir == dir)
|
||||
return
|
||||
|
||||
density = 1 //Shouldn't matter but just incase
|
||||
to_chat(user, "<span class='notice'>You finish the windoor!</span>")
|
||||
density = TRUE //Shouldn't matter but just incase
|
||||
to_chat(user, "<span class='notice'>You finish the windoor.</span>")
|
||||
|
||||
if(secure)
|
||||
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
|
||||
if(src.facing == "l")
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftsecureopen"
|
||||
windoor.base_state = "leftsecure"
|
||||
else
|
||||
windoor.icon_state = "rightsecureopen"
|
||||
windoor.base_state = "rightsecure"
|
||||
windoor.dir = src.dir
|
||||
windoor.density = 0
|
||||
windoor.setDir(dir)
|
||||
windoor.density = FALSE
|
||||
|
||||
if(src.electronics.one_access)
|
||||
windoor.req_one_access = src.electronics.conf_access
|
||||
if(electronics.one_access)
|
||||
windoor.req_one_access = electronics.conf_access
|
||||
else
|
||||
windoor.req_access = src.electronics.conf_access
|
||||
windoor.req_access = electronics.conf_access
|
||||
windoor.electronics = src.electronics
|
||||
src.electronics.loc = windoor
|
||||
electronics.forceMove(windoor)
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
else
|
||||
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
|
||||
if(src.facing == "l")
|
||||
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftopen"
|
||||
windoor.base_state = "left"
|
||||
else
|
||||
windoor.icon_state = "rightopen"
|
||||
windoor.base_state = "right"
|
||||
windoor.dir = src.dir
|
||||
windoor.density = 0
|
||||
windoor.setDir(dir)
|
||||
windoor.density = FALSE
|
||||
|
||||
windoor.req_access = src.electronics.conf_access
|
||||
windoor.req_access = electronics.conf_access
|
||||
windoor.electronics = src.electronics
|
||||
src.electronics.loc = windoor
|
||||
electronics.forceMove(windoor)
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
qdel(src)
|
||||
|
||||
|
||||
else
|
||||
..()
|
||||
return ..()
|
||||
|
||||
//Update to reflect changes(if applicable)
|
||||
update_icon()
|
||||
@@ -312,28 +313,23 @@ obj/structure/windoor_assembly/Destroy()
|
||||
set src in oview(1)
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
if(src.anchored)
|
||||
if(anchored)
|
||||
to_chat(usr, "It is fastened to the floor; therefore, you can't rotate it!")
|
||||
return 0
|
||||
//if(src.state != "01")
|
||||
//update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
|
||||
src.dir = turn(src.dir, 270)
|
||||
|
||||
//if(src.state != "01")
|
||||
//update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
src.ini_dir = src.dir
|
||||
setDir(turn(dir, 270))
|
||||
ini_dir = dir
|
||||
update_icon()
|
||||
return
|
||||
return TRUE
|
||||
|
||||
/obj/structure/windoor_assembly/AltClick(mob/user)
|
||||
..()
|
||||
if(user.incapacitated())
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!Adjacent(user))
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
revrotate()
|
||||
else
|
||||
revrotate()
|
||||
|
||||
//Flips the windoor assembly, determines whather the door opens to the left or the right
|
||||
/obj/structure/windoor_assembly/verb/flip()
|
||||
@@ -343,11 +339,11 @@ obj/structure/windoor_assembly/Destroy()
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
|
||||
if(src.facing == "l")
|
||||
if(facing == "l")
|
||||
to_chat(usr, "The windoor will now slide to the right.")
|
||||
src.facing = "r"
|
||||
facing = "r"
|
||||
else
|
||||
src.facing = "l"
|
||||
facing = "l"
|
||||
to_chat(usr, "The windoor will now slide to the left.")
|
||||
|
||||
update_icon()
|
||||
|
||||
Reference in New Issue
Block a user