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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Secure Airlock update!
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with) Emags have a limited number of uses, between 3 and 7, and cost 5 TC Hacktools are more useful than they were, and have a lower chance of alerting the AI (This is unmapped ATM)
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@@ -41,6 +41,12 @@
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else
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user << "\red Access Denied"
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else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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if(istype(W, /obj/item/weapon/card/emag))
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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@@ -38,6 +38,12 @@
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user << "\red It appears to be broken."
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return
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else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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if(istype(W, /obj/item/weapon/card/emag))
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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@@ -48,6 +48,11 @@
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user << "\red It appears to be broken."
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return
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else if(istype(W, /obj/item/weapon/card/emag) && !src.broken)
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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src.broken = 1
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src.locked = 0
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src.icon_state = src.icon_broken
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@@ -43,7 +43,7 @@ obj/structure/door_assembly
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name = "Security Airlock Assembly"
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icon_state = "door_as_sec1"
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glass_base_icon_state = "door_as_gsec"
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glass_type = /obj/machinery/door/airlock/glass_security
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glass_type = /obj/machinery/door/airlock/glass/glass_security
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airlock_type = /obj/machinery/door/airlock/security
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anchored = 1
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density = 1
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@@ -58,7 +58,7 @@ obj/structure/door_assembly
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name = "Engineering Airlock Assembly"
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icon_state = "door_as_eng1"
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glass_base_icon_state = "door_as_geng"
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glass_type = /obj/machinery/door/airlock/glass_engineering
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glass_type = /obj/machinery/door/airlock/glass/glass_engineering
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airlock_type = /obj/machinery/door/airlock/engineering
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anchored = 1
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density = 1
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@@ -73,7 +73,7 @@ obj/structure/door_assembly
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name = "Medical Airlock Assembly"
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icon_state = "door_as_med1"
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glass_base_icon_state = "door_as_gmed"
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glass_type = /obj/machinery/door/airlock/glass_medical
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glass_type = /obj/machinery/door/airlock/glass/glass_medical
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airlock_type = /obj/machinery/door/airlock/medical
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anchored = 1
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density = 1
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@@ -93,7 +93,13 @@
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/obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (src.locked == 1) && (!src.emagged))
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if ((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (src.locked == 1) && (!src.emagged))
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if(istype(W, /obj/item/weapon/card/emag))
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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emagged = 1
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src.overlays += image('storage.dmi', icon_sparking)
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sleep(6)
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@@ -258,6 +258,12 @@
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overlays += redlight
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return
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else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && locked &&!broken)
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if(istype(W, /obj/item/weapon/card/emag))
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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overlays = null
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overlays += emag
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overlays += sparks
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@@ -34,6 +34,12 @@
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else
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user << "\red Access Denied"
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else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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if(istype(W, /obj/item/weapon/card/emag))
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var/obj/item/weapon/card/emag/E = W
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if(E.uses)
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E.uses--
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else
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return
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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