mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 20:47:10 +01:00
* initial changes * Rad wave is working. now to implement the rest * Makes the waves square * Makes wave square * multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now * Undef thing and apply suggestion * Make radiation_pulse() not radiate the radiation source and implements contamination * Adds contamination to uranium walls and meteors * Fixes stuff * Handle some contamination on attack still need to take care of meteors * Fixed the meteor stuff * Introduce emission types * moves contaminate_touch to an atom proc and renames it to contaminate_atom * deduplicates some contamination code * Move inherent radioactivity to a component and signals from the atom vars and behaviour * fix some things with the new component * Update inherent_radioactivity.dm * implement contaminating things that hit things that are inherently radioactive * window things * adds emission type to the rad_act call * Changes radiation insulation values on a bunch of stuff * fixes radioactive component radiating the wrong type * more adjustments * refactros rad_act * adjustments to collector power production * Adds plastitaniumglass windows and makes further adjustments * Adds sprites to the shards and plastitanium directional window * Update misc_cleanables.dm * removes alpha rad insulation from floor turfs * Fixes a bug with the starting tile of radiation waves * More adjustments * Adjusting singularity rad production * reduces window half life a bit to make power smoother and buffs full window rad conversion * Strengthens gamma and beta radiation effect on mobs. * Makes radsuit block radiation completely * Fixes Geiger Counters * Fixes contamination not irradiating the contaminated thing * Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained * Fixes ghost contamination * Adds info to the collector * Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act * oops * adjustments and fixes to alpha rad handling on mobs * Make collector info more compact * Core no longer radiates and contaminates from within the nuke until the plates are removed * Contamination no longer counts as being inside a mob(it is supposed to be surface level) * Adds inherent radioactivity to a bunch of uranium things. makes it all process. * Nerf full windows * Adjustments to collector and fulltile window radiation absorption * Reduces passive contamination, especially while on the floor * Adds different rad types to the geiger counter and fixes a runtime * Makes full tile windows strong again and disallows building them on top of collectors * adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency * Gives each contamination type it's own color. * Gives each contamination type it's own color. And makes the rad hud display them separately * Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production * improves performance at very high rad amounts * Fixes supermatter sliver box not containing radiation * Restores supermatter sliver to old behaviour(not inherently radioactive) * Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing * Removes redundant line from window rad act * Fixes radiation waves ignoring walls * fixes it better * more adjustments to collector stats * Adjustment to collector gamma absorption * increases grille beta blocking * Review changes
249 lines
7.2 KiB
Plaintext
249 lines
7.2 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its machineryness
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/obj/structure/mineral_door
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name = "metal door"
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density = TRUE
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anchored = TRUE
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opacity = TRUE
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation_beta = RAD_BETA_BLOCKER
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rad_insulation_gamma = RAD_LIGHT_INSULATION
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var/initial_state
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var/state_open = FALSE
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var/is_operating = FALSE
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var/close_delay = -1 //-1 if does not auto close.
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var/hardness = 1
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var/sheetType = /obj/item/stack/sheet/metal
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var/sheetAmount = 7
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var/open_sound = 'sound/effects/stonedoor_openclose.ogg'
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var/close_sound = 'sound/effects/stonedoor_openclose.ogg'
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var/damageSound = null
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/// How much foam is on the door. Max 5 levels.
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var/foam_level = 0
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/obj/structure/mineral_door/Initialize(mapload)
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. = ..()
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initial_state = icon_state
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recalculate_atmos_connectivity()
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AddComponent(/datum/component/debris, DEBRIS_SPARKS, -20, 10)
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/obj/structure/mineral_door/Destroy()
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density = FALSE
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recalculate_atmos_connectivity()
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return ..()
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/obj/structure/mineral_door/Move()
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var/turf/T = loc
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. = ..()
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move_update_air(T)
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/obj/structure/mineral_door/Bumped(atom/user)
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..()
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if(!state_open)
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
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if(is_ai(user)) //so the AI can't open it
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return
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else if(isrobot(user) && Adjacent(user)) //but cyborgs can, but not remotely
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_hand(mob/user)
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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operate()
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/obj/structure/mineral_door/CanPass(atom/movable/mover, border_dir)
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/mineral_door/CanAtmosPass(direction)
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return !density
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/obj/structure/mineral_door/proc/try_to_operate(atom/user)
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if(is_operating)
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return
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if(foam_level)
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return
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if(isliving(user))
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var/mob/living/M = user
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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operate()
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else
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operate()
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else if(ismecha(user))
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operate()
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/obj/structure/mineral_door/proc/operate()
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is_operating = TRUE
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if(!state_open)
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playsound(loc, open_sound, 100, TRUE)
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flick("[initial_state]opening",src)
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else
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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is_operating = FALSE
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return
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playsound(loc, close_sound, 100, TRUE)
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flick("[initial_state]closing",src)
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addtimer(CALLBACK(src, PROC_REF(operate_update)), 1 SECONDS)
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/obj/structure/mineral_door/proc/operate_update()
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density = !density
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opacity = !opacity
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state_open = !state_open
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recalculate_atmos_connectivity()
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update_icon(UPDATE_ICON_STATE)
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is_operating = FALSE
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if(state_open && close_delay != -1)
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addtimer(CALLBACK(src, PROC_REF(operate)), close_delay)
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/obj/structure/mineral_door/update_icon_state()
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if(state_open)
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icon_state = "[initial_state]open"
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else
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icon_state = initial_state
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/obj/structure/mineral_door/attackby__legacy__attackchain(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/pickaxe))
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var/obj/item/pickaxe/digTool = W
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to_chat(user, "<span class='notice'>You start digging \the [src].</span>")
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if(do_after(user, 40 * digTool.toolspeed * hardness, target = src) && src)
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to_chat(user, "<span class='notice'>You finished digging.</span>")
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deconstruct(TRUE)
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else if(user.a_intent != INTENT_HARM)
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attack_hand(user)
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else
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return ..()
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/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
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var/turf/T = get_turf(src)
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if(sheetType)
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if(disassembled)
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new sheetType(T, sheetAmount)
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else
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new sheetType(T, max(sheetAmount - 2, 1))
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qdel(src)
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/obj/structure/mineral_door/iron
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max_integrity = 300
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/obj/structure/mineral_door/silver
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name = "silver door"
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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max_integrity = 300
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/obj/structure/mineral_door/gold
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name = "gold door"
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icon_state = "gold"
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sheetType = /obj/item/stack/sheet/mineral/gold
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rad_insulation_gamma = RAD_MEDIUM_INSULATION
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/obj/structure/mineral_door/uranium
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name = "uranium door"
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icon_state = "uranium"
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sheetType = /obj/item/stack/sheet/mineral/uranium
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max_integrity = 300
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light_range = 2
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/obj/structure/mineral_door/sandstone
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name = "sandstone door"
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icon_state = "sandstone"
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sheetType = /obj/item/stack/sheet/mineral/sandstone
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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opacity = FALSE
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rad_insulation_beta = RAD_MEDIUM_INSULATION
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/obj/structure/mineral_door/transparent/operate_update()
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density = !density
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state_open = !state_open
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recalculate_atmos_connectivity()
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update_icon(UPDATE_ICON_STATE)
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is_operating = FALSE
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/obj/structure/mineral_door/transparent/plasma
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name = "plasma door"
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icon_state = "plasma"
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sheetType = /obj/item/stack/sheet/mineral/plasma
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cares_about_temperature = TRUE
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/obj/structure/mineral_door/transparent/plasma/attackby__legacy__attackchain(obj/item/W, mob/user)
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if(W.get_heat())
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message_admins("Plasma mineral door ignited by [key_name_admin(user)] in ([x], [y], [z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)", 0, 1)
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log_game("Plasma mineral door ignited by [key_name(user)] in ([x], [y], [z])")
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investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
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TemperatureAct(100)
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else
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return ..()
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/obj/structure/mineral_door/transparent/plasma/temperature_expose(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct(temperature)
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atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, 500)
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deconstruct(FALSE)
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/obj/structure/mineral_door/transparent/diamond
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name = "diamond door"
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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max_integrity = 1000
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/obj/structure/mineral_door/wood
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name = "wood door"
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icon_state = "wood"
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open_sound = 'sound/effects/doorcreaky.ogg'
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close_sound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/wood
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hardness = 1
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resistance_flags = FLAMMABLE
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max_integrity = 200
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rad_insulation_beta = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/wood/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
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#define MAX_FOAM_LEVEL 5
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// Adds foam to the airlock, which will block it from being opened
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/obj/structure/mineral_door/proc/foam_up()
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if(!foam_level)
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new /obj/structure/barricade/foam(get_turf(src))
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foam_level++
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return
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if(foam_level == MAX_FOAM_LEVEL)
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return
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for(var/obj/structure/barricade/foam/blockage in loc.contents)
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blockage.foam_level = min(++blockage.foam_level, 5)
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// The last level will increase the integrity by 50 instead of 25
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if(foam_level == 4)
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blockage.obj_integrity += 50
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blockage.max_integrity += 50
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else
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blockage.obj_integrity += 25
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blockage.max_integrity += 25
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foam_level++
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blockage.icon_state = "foamed_[foam_level]"
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blockage.update_icon(UPDATE_ICON_STATE)
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#undef MAX_FOAM_LEVEL
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