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Airlock fixes.
Changes door closing to use the same sound playing setup as door opening. Fixes #9559.
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@@ -30,7 +30,7 @@
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var/hasShocked = 0 //Prevents multiple shocks from happening
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var/secured_wires = 0
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var/datum/wires/airlock/wires = null
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var/open_sound_powered = 'sound/machines/airlock.ogg'
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var/open_sound_unpowered = 'sound/machines/airlock_creaking.ogg'
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@@ -800,9 +800,9 @@ About the new airlock wires panel:
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qdel(src)
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return
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else if(arePowerSystemsOn())
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user << "\blue The airlock's motors resist your efforts to force it."
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user << "<span class='notice'>The airlock's motors resist your efforts to force it.</span>"
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else if(locked)
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user << "\blue The airlock's bolts prevent it from being forced."
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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else
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if(density)
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spawn(0) open(1)
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@@ -811,20 +811,20 @@ About the new airlock wires panel:
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else if(istype(C, /obj/item/weapon/material/twohanded/fireaxe) && !arePowerSystemsOn())
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if(locked)
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user << "\blue The airlock's bolts prevent it from being forced."
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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else if( !welded && !operating )
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if(density)
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(F.wielded)
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spawn(0) open(1)
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else
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user << "\red You need to be wielding \the [C] to do that."
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user << "<span class='warning'>You need to be wielding \the [C] to do that.</span>"
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else
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(F.wielded)
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spawn(0) close(1)
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else
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user << "\red You need to be wielding \the [C] to do that."
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user << "<span class='warning'>You need to be wielding \the [C] to do that.</span>"
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else
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..()
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@@ -855,13 +855,13 @@ About the new airlock wires panel:
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if(!can_open(forced))
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return 0
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use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
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//if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator
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if(arePowerSystemsOn())
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playsound(src.loc, open_sound_powered, 100, 1)
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else
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playsound(src.loc, open_sound_unpowered, 100, 1)
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if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
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src.closeOther.close()
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return ..()
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@@ -950,10 +950,10 @@ About the new airlock wires panel:
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take_damage(DOOR_CRUSH_DAMAGE)
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use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
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if(istype(src, /obj/machinery/door/airlock/glass))
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playsound(src.loc, 'sound/machines/windowdoor.ogg', 30, 1)
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if(arePowerSystemsOn())
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playsound(src.loc, open_sound_powered, 100, 1)
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else
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playsound(src.loc, 'sound/machines/airlock.ogg', 30, 1)
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playsound(src.loc, open_sound_unpowered, 100, 1)
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for(var/turf/turf in locs)
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
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if(killthis)
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