mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-04 14:33:30 +00:00
Updated ashtrays and mineral doors.
This commit is contained in:
@@ -1,272 +0,0 @@
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//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/structure/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 = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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var/mineralType = DEFAULT_WALL_MATERIAL
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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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Destroy()
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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_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/effect/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)
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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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SwitchState()
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else
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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, 'sound/effects/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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update_nearby_tiles()
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proc/Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/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_nearby_tiles()
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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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var/material/M = name_to_material[mineralType]
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if(istype(M))
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for(var/i = (devastated? 1 : 3), i <= oreAmount, i++)
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new M.stack_type(get_turf(src))
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qdel(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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/obj/structure/mineral_door/iron
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mineralType = "iron"
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hardness = 3
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/obj/structure/mineral_door/silver
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mineralType = "silver"
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hardness = 3
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/obj/structure/mineral_door/gold
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mineralType = "gold"
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/obj/structure/mineral_door/uranium
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mineralType = "uranium"
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hardness = 3
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light_range = 2
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/obj/structure/mineral_door/sandstone
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mineralType = "sandstone"
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hardness = 0.5
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/obj/structure/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/structure/mineral_door/transparent/phoron
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mineralType = "phoron"
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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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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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TemperatureAct(100)
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..()
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fire_act(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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var/phoronToDeduce = temperature/10
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target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
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spawn (0) target_tile.hotspot_expose(temperature, 400)
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hardness -= phoronToDeduce/100
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CheckHardness()
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/obj/structure/mineral_door/transparent/diamond
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mineralType = "diamond"
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hardness = 10
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/obj/structure/mineral_door/wood
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mineralType = "wood"
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hardness = 1
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Open()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/doorcreaky.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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Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/doorcreaky.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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Dismantle(devastated = 0)
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if(!devastated)
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for(var/i = 1, i <= oreAmount, i++)
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new/obj/item/stack/material/wood(get_turf(src))
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qdel(src)
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/obj/structure/mineral_door/resin
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mineralType = "resin"
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hardness = 1.5
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var/close_delay = 100
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TryToSwitchState(atom/user)
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var/mob/living/carbon/M = user
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if(istype(M) && locate(/obj/item/organ/xenos/hivenode) in M.internal_organs)
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return ..()
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Open()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/attackblob.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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spawn(close_delay)
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if(!isSwitchingStates && state == 1)
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Close()
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Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/attackblob.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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Dismantle(devastated = 0)
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qdel(src)
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CheckHardness()
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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..()
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193
code/game/objects/structures/simple_doors.dm
Normal file
193
code/game/objects/structures/simple_doors.dm
Normal file
@@ -0,0 +1,193 @@
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/obj/structure/simple_door
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name = "door"
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density = 1
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anchored = 1
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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var/material/material
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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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/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > material.ignition_point)
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TemperatureAct(exposed_temperature)
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/obj/structure/simple_door/proc/TemperatureAct(temperature)
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if(temperature > material.ignition_point)
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for(var/turf/simulated/floor/target_tile in range(2,loc))
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var/phoronToDeduce = temperature/10
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target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
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spawn (0) target_tile.hotspot_expose(temperature, 400)
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hardness -= phoronToDeduce/100
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CheckHardness()
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/obj/structure/simple_door/New(var/newloc, var/material_name)
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..()
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if(!material_name)
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material_name = DEFAULT_WALL_MATERIAL
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material = get_material_by_name(material_name)
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if(!material)
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qdel(src)
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return
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hardness = max(1,round(material.integrity/10))
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icon_state = material.door_icon_base
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name = "[material.display_name] door"
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color = material.icon_colour
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if(material.opacity < 0.5)
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opacity = 0
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else
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opacity = 1
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update_nearby_tiles(need_rebuild=1)
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/obj/structure/simple_door/Destroy()
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update_nearby_tiles()
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..()
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/obj/structure/simple_door/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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/obj/structure/simple_door/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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/obj/structure/simple_door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/simple_door/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/effect/beam))
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return !opacity
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return !density
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/obj/structure/simple_door/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(!material.can_open_material_door(user))
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return
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if(world.time - user.last_bumped <= 60)
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return
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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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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/simple_door/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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/obj/structure/simple_door/proc/Open()
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isSwitchingStates = 1
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playsound(loc, material.dooropen_noise, 100, 1)
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flick("[material.door_icon_base]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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update_nearby_tiles()
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/obj/structure/simple_door/proc/Close()
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isSwitchingStates = 1
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playsound(loc, material.dooropen_noise, 100, 1)
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flick("[material.door_icon_base]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_nearby_tiles()
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/obj/structure/simple_door/update_icon()
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if(state)
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icon_state = "[material.door_icon_base]open"
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else
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icon_state = material.door_icon_base
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/obj/structure/simple_door/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 if(istype(W,/obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(material.ignition_point && WT.remove_fuel(0, user))
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TemperatureAct(100)
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else
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attack_hand(user)
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return
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/obj/structure/simple_door/proc/CheckHardness()
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if(hardness <= 0)
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Dismantle(1)
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/obj/structure/simple_door/proc/Dismantle(devastated = 0)
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material.place_dismantled_product(get_turf(src))
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qdel(src)
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/obj/structure/simple_door/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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/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
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..(newloc, "iron")
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/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
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..(newloc, "silver")
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/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
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..(newloc, "gold")
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/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
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..(newloc, "uranium")
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/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
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..(newloc, "sandstone")
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/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
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..(newloc, "phoron")
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/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
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..(newloc, "diamond")
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/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
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..(newloc, "wood")
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/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
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..(newloc, "resin")
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