diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 38afc122be8..7230b27d18b 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -130,6 +130,21 @@ new /obj/item/weapon/shard(src.loc) var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src.loc) CC.amount = 2 + var/obj/item/weapon/airlock_electronics/ae + if(!electronics) + ae = new/obj/item/weapon/airlock_electronics( src.loc ) + if(src.req_access.len) + ae.conf_access = src.req_access + else if (src.req_one_access.len) + ae.conf_access = src.req_one_access + ae.one_access = 1 + else + ae = electronics + electronics = null + ae.loc = src.loc + if(operating == -1) + ae.icon_state = "door_electronics_smoked" + operating = 0 src.density = 0 del(src) return @@ -193,6 +208,43 @@ open() return 1 + //If it's emagged, crowbar can pry electronics out. + if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar)) + playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) + user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.") + if (do_after(user,40)) + user << "\blue You removed the airlock electronics!" + + var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc) + if (istype(src, /obj/machinery/door/window/brigdoor)) + wa.secure = "secure_" + wa.name = "Secure Wired Windoor Assembly" + else + wa.name = "Wired Windoor Assembly" + if (src.base_state == "right" || src.base_state == "rightsecure") + wa.facing = "r" + wa.dir = src.dir + wa.state = "02" + wa.update_icon() + + var/obj/item/weapon/airlock_electronics/ae + if(!electronics) + ae = new/obj/item/weapon/airlock_electronics( src.loc ) + if(src.req_access.len) + ae.conf_access = src.req_access + else if (src.req_one_access.len) + ae.conf_access = src.req_one_access + ae.one_access = 1 + else + ae = electronics + electronics = null + ae.loc = src.loc + ae.icon_state = "door_electronics_smoked" + + operating = 0 + del(src) + return + //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) if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card)) var/aforce = I.force