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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'bleeding-edge-freeze' into viro
This commit is contained in:
@@ -153,6 +153,7 @@
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icon_state = "knife"
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desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
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flags = FPRINT | TABLEPASS | CONDUCT
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sharp = 1
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force = 10.0
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w_class = 3.0
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throwforce = 6.0
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@@ -146,5 +146,5 @@
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item_state = "harpoon"
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force = 20
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throwforce = 15
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w_class = 2
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w_class = 3
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attack_verb = list("jabbed","stabbed","ripped")
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@@ -421,7 +421,11 @@ obj/structure/door_assembly
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door = new src.airlock_type( src.loc )
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//door.req_access = src.req_access
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door.electronics = src.electronics
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door.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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door.req_access = null
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door.req_one_access = src.electronics.conf_access
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else
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door.req_access = src.electronics.conf_access
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if(created_name)
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door.name = created_name
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src.electronics.loc = door
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@@ -107,17 +107,17 @@ obj/structure/windoor_assembly/Del()
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src.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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user << "\red You need more plasteel to do this."
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else if(istype(W, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = W
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if(R.amount < 4)
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user << "\red You need more rods to do this."
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return
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user << "\blue You start to reinforce the windoor with plasteel."
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user << "\blue You start to reinforce the windoor with rods."
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if(do_after(user,40))
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if(!src) return
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P.use(2)
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R.use(4)
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user << "\blue You reinforce the windoor."
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src.secure = "secure_"
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if(src.anchored)
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@@ -145,7 +145,7 @@ obj/structure/windoor_assembly/Del()
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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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if(istype(W, /obj/item/weapon/wirecutters) && !src.electronics)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 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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@@ -156,12 +156,12 @@ obj/structure/windoor_assembly/Del()
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new/obj/item/weapon/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 Wired Windoor Assembly"
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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src.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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else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 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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@@ -177,22 +177,20 @@ obj/structure/windoor_assembly/Del()
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W.loc = src.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(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 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))
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if(!src) return
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if(!src || !src.electronics) return
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user << "\blue You've removed the airlock electronics!"
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae = electronics
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electronics = null
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ae.loc = src.loc
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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@@ -221,7 +219,11 @@ obj/structure/windoor_assembly/Del()
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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else
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@@ -235,7 +237,11 @@ obj/structure/windoor_assembly/Del()
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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