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gave door assemblies names
added vault door assembly made with 4 plasteel sheets centcom/ele airlocks have their own assembly emagged airlock has a different desc screwdrivering an airlock now displays a message electronics go into assembly after do_after
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@@ -13,6 +13,7 @@
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var/glass = 0 // 0 = glass can be installed. -1 = glass can't be installed. 1 = glass is already installed. Text = mineral plating is installed instead.
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var/created_name = null
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var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
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var/material_type = /obj/item/stack/sheet/metal
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/obj/structure/door_assembly/New()
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update_state()
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@@ -22,90 +23,113 @@
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return ..()
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/obj/structure/door_assembly/door_assembly_com
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name = "command airlock assembly"
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base_icon_state = "com"
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base_name = "command airlock"
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glass_type = "/glass_command"
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airlock_type = "/command"
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/obj/structure/door_assembly/door_assembly_sec
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name = "security airlock assembly"
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base_icon_state = "sec"
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base_name = "security airlock"
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glass_type = "/glass_security"
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airlock_type = "/security"
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/obj/structure/door_assembly/door_assembly_eng
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name = "engineering airlock assembly"
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base_icon_state = "eng"
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base_name = "engineering airlock"
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glass_type = "/glass_engineering"
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airlock_type = "/engineering"
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/obj/structure/door_assembly/door_assembly_min
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name = "mining airlock assembly"
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base_icon_state = "min"
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base_name = "mining airlock"
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glass_type = "/glass_mining"
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airlock_type = "/mining"
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/obj/structure/door_assembly/door_assembly_atmo
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name = "atmospherics airlock assembly"
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base_icon_state = "atmo"
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base_name = "atmospherics airlock"
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glass_type = "/glass_atmos"
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airlock_type = "/atmos"
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/obj/structure/door_assembly/door_assembly_research
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name = "research airlock assembly"
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base_icon_state = "res"
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base_name = "research airlock"
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glass_type = "/glass_research"
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airlock_type = "/research"
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/obj/structure/door_assembly/door_assembly_science
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name = "science airlock assembly"
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base_icon_state = "sci"
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base_name = "science airlock"
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glass_type = "/glass_science"
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airlock_type = "/science"
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/obj/structure/door_assembly/door_assembly_med
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name = "medical airlock assembly"
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base_icon_state = "med"
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base_name = "medical airlock"
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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/obj/structure/door_assembly/door_assembly_mai
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name = "maintenance airlock assembly"
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base_icon_state = "mai"
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base_name = "maintenance airlock"
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airlock_type = "/maintenance"
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glass = -1
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/obj/structure/door_assembly/door_assembly_ext
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name = "external airlock assembly"
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base_icon_state = "ext"
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base_name = "external airlock"
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airlock_type = "/external"
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glass = -1
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/obj/structure/door_assembly/door_assembly_fre
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name = "freezer airlock assembly"
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base_icon_state = "fre"
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base_name = "freezer airlock"
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airlock_type = "/freezer"
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glass = -1
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/obj/structure/door_assembly/door_assembly_hatch
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name = "airtight hatch assembly"
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base_icon_state = "hatch"
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base_name = "airtight hatch"
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airlock_type = "/hatch"
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glass = -1
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/obj/structure/door_assembly/door_assembly_mhatch
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name = "maintenance hatch assembly"
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base_icon_state = "mhatch"
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base_name = "maintenance hatch"
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airlock_type = "/maintenance_hatch"
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glass = -1
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/obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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name = "high security airlock assembly"
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base_icon_state = "highsec"
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base_name = "high security airlock"
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airlock_type = "/highsecurity"
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glass = -1
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/obj/structure/door_assembly/door_assembly_vault
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name = "vault door assembly"
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base_icon_state = "vault"
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base_name = "vault door"
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airlock_type = "/vault"
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glass = -1
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material_type = /obj/item/stack/sheet/plasteel
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/obj/structure/door_assembly/door_assembly_shuttle
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name = "shuttle airlock assembly"
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base_icon_state = "shuttle"
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base_name = "shuttle airlock"
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airlock_type = "/shuttle"
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@@ -151,6 +175,11 @@
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airlock_type = "/cult/runed"
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glass = -1
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/obj/structure/door_assembly/door_assembly_centcom
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base_icon_state = "ele"
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airlock_type = "/centcom"
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glass = -1
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/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/pen))
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var/t = copytext(stripped_input(user, "Enter the name for the door.", name, created_name),1,MAX_NAME_LEN)
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@@ -192,7 +221,7 @@
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if(!src || !WT.isOn())
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return
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to_chat(user, "<span class='notice'>You dissasembled the airlock assembly!</span>")
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new /obj/item/stack/sheet/metal(loc, 4)
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new material_type(loc, 4)
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
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@@ -236,18 +265,16 @@
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 && W.icon_state != "door_electronics_smoked")
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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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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src)
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return
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user.drop_item()
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W.loc = src
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to_chat(user, "<span class='notice'>You installed the airlock electronics!</span>")
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state = 2
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name = "near finished airlock assembly"
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electronics = W
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else
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W.loc = loc
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else if(iscrowbar(W) && state == 2 )
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playsound(loc, W.usesound, 100, 1)
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