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353 lines
11 KiB
Plaintext
353 lines
11 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak //I hope you step on a plug
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* Step 1: Create a windoor out of rglass
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* Step 2: Add plasteel to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Crowbar the door to complete
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*/
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/obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor assembly"
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icon_state = "l_windoor_assembly01"
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desc = "A small glass and wire assembly for windoors."
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anchored = FALSE
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density = FALSE
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dir = NORTH
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max_integrity = 300
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var/ini_dir
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var/obj/item/airlock_electronics/electronics
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var/created_name
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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/obj/structure/windoor_assembly/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to rotate it clockwise.</span>"
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/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
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. = ..()
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if(set_dir)
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dir = set_dir
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ini_dir = dir
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air_update_turf(1)
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/obj/structure/windoor_assembly/Destroy()
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density = FALSE
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QDEL_NULL(electronics)
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air_update_turf(1)
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return ..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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. = ..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user, 40 * P.toolspeed, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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playsound(loc, P.usesound, 100, 1)
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P.use(2)
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(iscoil(W) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !anchored || state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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CC.use(1)
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to_chat(user, "<span class='notice'>You wire the windoor.</span>")
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playsound(loc, CC.usesound, 100, 1)
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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name = "wired windoor assembly"
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else
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return ..()
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if("02")
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//Adding airlock electronics for access. Step 6 complete.
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if(istype(W, /obj/item/airlock_electronics) && !istype(W, /obj/item/airlock_electronics/destroyed))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...")
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user.drop_item()
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W.forceMove(src)
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || electronics)
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W.forceMove(loc)
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return
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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name = "near finished windoor assembly"
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electronics = W
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else
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W.forceMove(loc)
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else if(istype(W, /obj/item/pen))
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var/t = rename_interactive(user, W)
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if(!isnull(t))
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created_name = t
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return
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else
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return ..()
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//Update to reflect changes(if applicable)
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update_icon()
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/obj/structure/windoor_assembly/crowbar_act(mob/user, obj/item/I) //Crowbar to complete the assembly, Step 7 complete.
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if(state != "02")
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return
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. = TRUE
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if(!electronics)
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to_chat(user, "<span class='warning'>[src] is missing electronics!</span>")
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return
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if(!I.tool_use_check(user, 0))
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return
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user << browse(null, "window=windoor_access")
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame...")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume))
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return
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if(loc && electronics)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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return
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density = TRUE //Shouldn't matter but just incase
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to_chat(user, "<span class='notice'>You finish the windoor.</span>")
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var/obj/machinery/door/window/windoor
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if(secure)
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windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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else
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windoor = new /obj/machinery/door/window(loc)
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if(facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.setDir(dir)
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windoor.density = FALSE
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if(electronics.one_access)
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windoor.req_one_access = electronics.selected_accesses
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else
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windoor.req_access = electronics.selected_accesses
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windoor.unres_sides = electronics.unres_access_from
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windoor.electronics = src.electronics
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electronics.forceMove(windoor)
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electronics = null
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if(created_name)
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windoor.name = created_name
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qdel(src)
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windoor.close()
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/obj/structure/windoor_assembly/screwdriver_act(mob/user, obj/item/I)
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if(state != "02" || electronics)
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly...")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume) || electronics)
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return
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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name = "wired windoor assembly"
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var/obj/item/airlock_electronics/ae
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ae = electronics
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electronics = null
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ae.forceMove(loc)
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/obj/structure/windoor_assembly/wirecutter_act(mob/user, obj/item/I)
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if(state != "02")
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly...")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != "02")
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return
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to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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update_icon()
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/obj/structure/windoor_assembly/wrench_act(mob/user, obj/item/I)
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if(state != "01")
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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if(!anchored) //Wrenching an unsecure assembly anchors it in place. Step 4 complete
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor...")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume) || anchored || state != "01")
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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anchored = TRUE
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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else //Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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user.visible_message("[user] unsecures the windoor assembly from the floor.", "You start to unsecure the windoor assembly from the floor...")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume) || !anchored || state != "01")
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return
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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anchored = FALSE
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if(secure)
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name = "secure windoor assembly"
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else
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name = "windoor assembly"
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update_icon()
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/obj/structure/windoor_assembly/welder_act(mob/user, obj/item/I)
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if(state != "01")
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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WELDER_ATTEMPT_SLICING_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume) && state == "01")
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WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 270)
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if(!valid_window_location(loc, target_dir))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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ini_dir = dir
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update_icon()
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return TRUE
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/obj/structure/windoor_assembly/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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else
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revrotate()
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(facing == "l")
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to_chat(usr, "The windoor will now slide to the right.")
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facing = "r"
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else
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facing = "l"
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to_chat(usr, "The windoor will now slide to the left.")
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update_icon()
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return
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