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This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
342 lines
11 KiB
Plaintext
342 lines
11 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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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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anchored = 0
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density = 0
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/created_name = null
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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 = 0 //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/New(dir=NORTH)
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..()
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src.ini_dir = src.dir
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air_update_turf(1)
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obj/structure/windoor_assembly/Destroy()
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density = 0
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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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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, air_group=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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if(air_group) return 0
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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/CanAtmosPass(var/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 as mob|obj, turf/target as turf)
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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 as obj, mob/user as mob, 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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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("<span class='warning'>[user] dissassembles the windoor assembly.</span>", "<span class='notice'>You start to dissassemble the windoor assembly.</span>")
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
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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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else
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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user << "<span class='warning'>There is already a windoor in that location.</span>"
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return
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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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(do_after(user, 40))
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if(!src || src.anchored)
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return
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for(var/obj/machinery/door/window/WD in src.loc)
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if(WD.dir == src.dir)
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user << "<span class='warning'>There is already a windoor in that location.</span>"
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return
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user << "<span class='notice'>You've secured the windoor assembly!</span>"
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src.anchored = 1
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if(src.secure)
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src.name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src || !src.anchored)
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return
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user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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src.anchored = 0
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if(src.secure)
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src.name = "secure windoor assembly"
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else
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src.name = "windoor assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else 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.amount < 2)
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user << "<span class='danger'>You need more plasteel to do this.</span>"
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return
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user << "<span class='notice'>You start to reinforce the windoor with plasteel.</span>"
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if(do_after(user,40))
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if(!src || secure)
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return
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P.use(2)
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user << "<span class='notice'>You reinforce the windoor.</span>"
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src.secure = 1
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if(src.anchored)
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src.name = "secure anchored windoor assembly"
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else
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src.name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && 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))
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if(!src || !src.anchored || src.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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user << "<span class='notice'>You wire the windoor!</span>"
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src.state = "02"
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if(src.secure)
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src.name = "secure wired windoor assembly"
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else
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src.name = "wired windoor assembly"
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else
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..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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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(do_after(user, 40))
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if(!src || src.state != "02")
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return
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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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src.state = "01"
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if(src.secure)
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src.name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 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.loc = src
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if(do_after(user, 40))
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if(!src || src.electronics)
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W.loc = src.loc
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return
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "near finished windoor assembly"
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src.electronics = W
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else
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W.loc = src.loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(!electronics)
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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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(do_after(user, 40))
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if(!src || !electronics)
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return
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user << "<span class='notice'>You've removed the airlock electronics!</span>"
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src.name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae
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ae = electronics
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electronics = null
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ae.loc = src.loc
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else if(istype(W, /obj/item/weapon/pen))
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var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && src.loc != usr)
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return
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created_name = t
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return
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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if(!src.electronics)
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usr << "<span class='danger'>The assembly is missing electronics.</span>"
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return
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usr << browse(null, "window=windoor_access")
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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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(do_after(user, 40))
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if(src.loc && src.electronics)
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor!</span>"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.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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windoor.dir = src.dir
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windoor.density = 0
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if(src.electronics.one_access)
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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if(created_name)
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windoor.name = created_name
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windoor.close()
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.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.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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if(created_name)
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windoor.name = created_name
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windoor.close()
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qdel(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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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 (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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//if(src.state != "01")
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//update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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//if(src.state != "01")
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//update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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update_icon()
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return
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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(src.facing == "l")
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usr << "The windoor will now slide to the right."
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src.facing = "r"
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else
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src.facing = "l"
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usr << "The windoor will now slide to the left."
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update_icon()
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return
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