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Merge pull request #7859 from mwerezak/fixes
Fixes airlock removing electronics check
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@@ -905,7 +905,7 @@ About the new airlock wires panel:
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beingcrowbarred = 1 //derp, Agouri
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else
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beingcrowbarred = 0
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if( beingcrowbarred && src.p_open && (operating == -1 || (src.locked && welded && !src.arePowerSystemsOn() && BROKEN) || (density && welded && operating != 1 && !src.arePowerSystemsOn() && !src.locked)) )
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if( beingcrowbarred && src.p_open && (operating < 0 || (!operating && welded && !src.arePowerSystemsOn() && density && (!src.locked || (stat & BROKEN)))) )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
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if(do_after(user,40))
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@@ -188,7 +188,7 @@
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/obj/machinery/door/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/device/detective_scanner))
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return
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if(src.operating || isrobot(user)) return //borgs can't attack doors open because it conflicts with their AI-like interaction with them.
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if(src.operating > 0 || isrobot(user)) return //borgs can't attack doors open because it conflicts with their AI-like interaction with them.
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src.add_fingerprint(user)
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if(!Adjacent(user))
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user = null
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@@ -250,13 +250,6 @@
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repairing = null
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return
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if(src.density && (operable() && istype(I, /obj/item/weapon/card/emag)))
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flick("door_spark", src)
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sleep(6)
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open()
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operating = -1
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return 1
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//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
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if(src.density && istype(I, /obj/item/weapon) && user.a_intent == "hurt" && !istype(I, /obj/item/weapon/card))
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var/obj/item/weapon/W = I
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@@ -269,6 +262,15 @@
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take_damage(W.force)
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return
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if(src.operating) return
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if(src.density && (operable() && istype(I, /obj/item/weapon/card/emag)))
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flick("door_spark", src)
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sleep(6)
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open()
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operating = -1
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return 1
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if(src.allowed(user) && operable())
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if(src.density)
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open()
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