mirror of
https://github.com/ParadiseSS13/Paradise.git
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246 lines
5.9 KiB
Plaintext
246 lines
5.9 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
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//machineryness
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/obj/mineral_door
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name = "mineral door"
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density = 1
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anchored = 1
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opacity = 1
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icon = 'mineral_doors.dmi'
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icon_state = "iron"
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var/mineralType = "iron"
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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var/hardness = 1
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var/oreAmount = 7
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New(location)
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..()
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icon_state = mineralType
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name = "[mineralType] door"
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update_nearby_tiles(need_rebuild=1)
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Del()
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update_nearby_tiles()
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..()
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Bumped(atom/user)
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..()
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if(!state)
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return TryToSwitchState(user)
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return
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attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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attack_paw(mob/user as mob)
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return TryToSwitchState(user)
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attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 0
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if(istype(mover, /obj/beam))
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return !opacity
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return !density
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proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
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if(M.client && !M:handcuffed)
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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proc/Open()
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isSwitchingStates = 1
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playsound(loc, 'stonedoor_openclose.ogg', 100, 1)
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flick("[mineralType]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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proc/Close()
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isSwitchingStates = 1
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playsound(loc, 'stonedoor_openclose.ogg', 100, 1)
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flick("[mineralType]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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state = 0
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update_icon()
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isSwitchingStates = 0
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update_icon()
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if(state)
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icon_state = "[mineralType]open"
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else
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icon_state = mineralType
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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user << "You start digging the [name]."
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if(do_after(user,digTool.digspeed*hardness) && src)
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user << "You finished digging."
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Dismantle()
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else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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user << "You hit the [name] with your [W.name]!"
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CheckHardness()
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else
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attack_hand(user)
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return
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proc/CheckHardness()
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if(hardness <= 0)
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Dismantle(1)
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proc/Dismantle(devastated = 0)
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if(!devastated)
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var/ore = text2path("/obj/item/weapon/ore/[mineralType]")
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for(var/i = 1, i <= oreAmount, i++)
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new ore(get_turf(src))
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del(src)
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ex_act(severity = 1)
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switch(severity)
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if(1)
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Dismantle(1)
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if(2)
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if(prob(20))
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Dismantle(1)
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else
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hardness--
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CheckHardness()
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if(3)
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hardness -= 0.1
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CheckHardness()
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return
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proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
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if(need_rebuild)
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if(istype(source)) //Rebuild/update nearby group geometry
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if(source.parent)
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air_master.groups_to_rebuild += source.parent
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else
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air_master.tiles_to_update += source
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if(istype(north))
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if(north.parent)
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air_master.groups_to_rebuild += north.parent
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else
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air_master.tiles_to_update += north
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if(istype(south))
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if(south.parent)
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air_master.groups_to_rebuild += south.parent
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else
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air_master.tiles_to_update += south
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if(istype(east))
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if(east.parent)
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air_master.groups_to_rebuild += east.parent
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else
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air_master.tiles_to_update += east
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if(istype(west))
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if(west.parent)
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air_master.groups_to_rebuild += west.parent
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else
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air_master.tiles_to_update += west
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else
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(north)) air_master.tiles_to_update += north
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if(istype(south)) air_master.tiles_to_update += south
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if(istype(east)) air_master.tiles_to_update += east
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if(istype(west)) air_master.tiles_to_update += west
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return 1
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/obj/mineral_door/iron
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mineralType = "iron"
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hardness = 3
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/obj/mineral_door/silver
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mineralType = "silver"
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hardness = 3
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/obj/mineral_door/gold
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mineralType = "gold"
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/obj/mineral_door/uranium
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mineralType = "uranium"
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hardness = 3
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New()
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..()
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sd_SetLuminosity(3)
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/obj/mineral_door/sandstone
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mineralType = "sandstone"
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hardness = 0.5
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/obj/mineral_door/transparent
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opacity = 0
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Close()
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..()
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opacity = 0
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/obj/mineral_door/transparent/plasma
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mineralType = "plasma"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/weldingtool))
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if(W:welding)
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TemperatureAct(100)
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..()
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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proc/TemperatureAct(temperature)
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for(var/turf/simulated/floor/target_tile in range(2,loc))
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if(target_tile.parent && target_tile.parent.group_processing)
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target_tile.parent.suspend_group_processing()
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var/datum/gas_mixture/napalm = new
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var/toxinsToDeduce = temperature/10
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napalm.toxins = toxinsToDeduce
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napalm.temperature = 400+T0C
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target_tile.assume_air(napalm)
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spawn (0) target_tile.hotspot_expose(temperature, 400)
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hardness -= toxinsToDeduce/100
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CheckHardness()
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/obj/mineral_door/transparent/diamond
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mineralType = "diamond"
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hardness = 10 |