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* LINDA -> MILLA * Tiles now change their atmos mode properly. * Fixed a bug that made walls generate supercold air when deconstructed/destroyed. * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Begone, var! * MILLA -> milla * Lint. * More lint. * Prevent negative/NaN atmos from spreading. * Made fires start more reliably. * Undef what the rest should not see. * Enums are nice. * Match LINDA better. * Debugging verbs. * Debug verb fixes. * Labelled more lavaland stuff with ATMOS_MODE_LAVALAND * Block superconductivity on a couple more things for Lavaland. * Updated milla.dll * Lavaland map fixes. * Missed a spot. * Begone, var! (again) * Add libmilla_ci.so for continuous integration tests. * Install/contributing instructions for MILLA. * Directional plasmaglass windows on shuttles shouldn't stop protecting from heat after moving. * Banish bad naming. * Better naming and debug stats for SSair. * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Magic numbers and formatting. * Don't screw up the temperature during reactions. * Efficiency and readability. * Fix hotspots. * Removed redundant safety (MILLA will already output an error) * Optimizations. * oops * TGS build script update. * Change API of gas_mixture and how you get one from a turf. * Get in there. * so many vars * MILLA binary updates. * Lint * Made MT cost more honest. * Gave MILLA a read-only mode. * More read-only vs synchronized mode work. * Even more. * Synchronize disposals. * Updated a bunch of stuff to use SSair.synchronize or GM.synchronize. * MILLA <3 Tracy * lint * cargo fmt * more lint * Test needed MILLA sync. * Silence atmos machinery that's behaving as intended, but continue objecting to other potential failures to synchronize. * Push new MILLA DLL * Build MILLA * Update PR instructions for MILLA. * Add some fancy plasmaglass windows to the Lifebringers' ship. * The golems remembered that they should insulate *all* their engines. * First round of TM bugfixes. * Build MILLA * fix two lavaland ruin turf types * bunch more maps * fixes milla ci and makes the interesting turf verb better * Solid turfs can no longer conduct heat (for now...) * Made indoor tiles in beach and winter biodomes not lavaland air. * Re-added random IT teleport, adjusted warning message * Fixed a tinted window on Lavaland to be a plasglass window instead. * Made firelocks and holofans heatproof * Made RPD auto-wrench pipes if you have a wrench in your offhand. * Runtime fixes. * Made visuals update more reliably. * Lint * Update .github/CONTRIBUTING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * The Syndicate have installed tiny fans on their research base. * The syndicate have figured out how to make plastitanium windows heatproof. * This is getting out of hand. Now there are two of them. * Un-break the auto-wrenching that I broke before committing. * Build MILLA * Build MILLA * Massive MILLA refactor, assorted bugfixes. * Build MILLA * Explicit typing. * Less sleeping/blocking. * Build MILLA * Yes, yes, this part can sleep. * Build MILLA * SSair reporting improvements. * Build MILLA * Please do not dock twice and splat yourself. * Build MILLA * Pls to not make SM go nuts. * Build MILLA * Build MILLA * Added stricter lower bounds on plasmafire, fixing perpetually-burning SM. * Build MILLA * Lint * Temporary logging, begone. * Build MILLA * Prevent hotspot strobing. * Add in radiate_to_spess behavior. * Build MILLA * progress * Compiling is good. * bugfixes * Progress. * Ruins update. * This one exists. * Fixup temporary hotspots to last longer than one tick. * Add/fix comments. * Cut the slash. * Fix test. * No sleep for you. * Build MILLA * Prevent nested MILLA safety from runtiming. * Build MILLA * Runtime fix. * Build MILLA * Fix canisters not updating icon when gas contents change. * Build MILLA * Build MILLA * Fixed an issue that made mechs very cold on environment air. * Build MILLA * oops * Build MILLA * Walls can make loud noises again. * Build MILLA * Fixes a rare runtime. * Build MILLA * Update .github/DOWNLOADING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Review suggestions * Lint * Build MILLA * bound_mixtures now only contains mixtures that can be written * Build MILLA * Apply suggestions from code review Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * Restore the original async behavior of pyro anomalies. * Build MILLA * Build MILLA * Make the safety assertion in /datum/milla_safe safer. * Build MILLA --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: GDN <Roanrichards1@Gmail.com>
219 lines
6.4 KiB
Plaintext
219 lines
6.4 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 = RAD_MEDIUM_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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/obj/structure/mineral_door/Initialize()
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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(isAI(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, turf/target, height = 0)
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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(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(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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rad_insulation = RAD_HEAVY_INSULATION
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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 = RAD_HEAVY_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 = RAD_VERY_LIGHT_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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/obj/structure/mineral_door/transparent/plasma/attackby(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(datum/gas_mixture/air, 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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rad_insulation = RAD_EXTREME_INSULATION
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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 = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/wood/Initialize()
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. = ..()
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AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
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