mirror of
https://github.com/ParadiseSS13/Paradise.git
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* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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 = 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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/// 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(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, 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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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__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(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(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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