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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-30 15:37:36 +01:00
Adding removal of electronics out of broken/emagged windoors.
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@@ -130,6 +130,21 @@
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new /obj/item/weapon/shard(src.loc)
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var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src.loc)
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CC.amount = 2
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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.req_access.len)
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ae.conf_access = src.req_access
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else if (src.req_one_access.len)
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ae.conf_access = src.req_one_access
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ae.one_access = 1
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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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if(operating == -1)
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ae.icon_state = "door_electronics_smoked"
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operating = 0
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src.density = 0
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del(src)
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return
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@@ -193,6 +208,43 @@
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open()
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return 1
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//If it's emagged, crowbar can pry electronics out.
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if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.")
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if (do_after(user,40))
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user << "\blue You removed the airlock electronics!"
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var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
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if (istype(src, /obj/machinery/door/window/brigdoor))
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wa.secure = "secure_"
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wa.name = "Secure Wired Windoor Assembly"
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else
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wa.name = "Wired Windoor Assembly"
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if (src.base_state == "right" || src.base_state == "rightsecure")
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wa.facing = "r"
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wa.dir = src.dir
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wa.state = "02"
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wa.update_icon()
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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.req_access.len)
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ae.conf_access = src.req_access
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else if (src.req_one_access.len)
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ae.conf_access = src.req_one_access
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ae.one_access = 1
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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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ae.icon_state = "door_electronics_smoked"
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operating = 0
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del(src)
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return
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//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
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if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
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var/aforce = I.force
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