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shutters immune, firelocks now equivalent to rwalls
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@@ -5,9 +5,6 @@
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/obj/machinery/door
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var/obj/item/stack/material/plasteel/reinforcing //vorestation addition
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/obj/machinery/door/blast/regular
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heat_proof = 1
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/obj/machinery/door/firedoor
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heat_proof = 1
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@@ -19,13 +16,15 @@
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/obj/machinery/door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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var/maxtemperature = 1800 //same as a normal steel wall
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var/destroytime = 20 //effectively gives an airlock 200HP between breaking and completely disintegrating
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if(heat_proof)
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maxtemperature = 6000 //same as a plasteel rwall
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destroytime = 50 //fireproof airlocks need to take 500 damage after breaking before they're destroyed
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if(exposed_temperature > maxtemperature)
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var/burndamage = log(RAND_F(0.9, 1.1) * (exposed_temperature - maxtemperature))
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if (burndamage && health <= 0) //once they break, you've not got long before they're just ash
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destroy_hits -= (burndamage / 20) //effectively gives an airlock 200HP between breaking and completely disintegrating
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if (burndamage && health <= 0) //once they break, start taking damage to destroy_hits
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destroy_hits -= (burndamage / destroytime)
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if (destroy_hits <= 0)
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visible_message("<span class='danger'>\The [src.name] disintegrates!</span>")
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new /obj/effect/decal/cleanable/ash(src.loc) // Turn it to ashes!
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@@ -83,4 +82,12 @@
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reinforcing.loc = user.loc
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reinforcing = null
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return 1
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return 0
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return 0
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/obj/machinery/door/blast/regular/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return // blast doors are immune to fire completely.
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/obj/machinery/door/blast/regular/
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heat_proof = 1 //just so repairing them doesn't try to fireproof something that never takes fire damage
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