Adding removal of electronics out of broken/emagged windoors.

This commit is contained in:
Segrain
2013-06-18 02:51:53 +03:00
parent dcf984577a
commit eec4606629
+52
View File
@@ -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