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sounds & safety
- adds a click cooldown so you can't spam tons of noise - doesn't flick the deny animation unless the door is closed and powered - alt-clicking on an unpowered door knocks rather than buzzing - adds a knocking sound for wood (from freesound)
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@@ -57,6 +57,7 @@
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var/bolt_down_sound = 'sound/machines/door/boltsdown.ogg'
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var/knock_sound = 'sound/machines/2beeplow.ogg'
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var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
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var/knock_unpowered_sound = 'sound/machines/door/knock_glass.ogg'
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/obj/machinery/door/airlock/attack_generic(var/mob/living/user, var/damage)
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if(stat & (BROKEN|NOPOWER))
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@@ -978,18 +979,25 @@ About the new airlock wires panel:
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return
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/obj/machinery/door/airlock/AltClick(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(!Adjacent(user))
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return
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else if(user.a_intent == I_HURT)
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src.visible_message("<span class='warning'>[user] hammers on \the [src]!</span>", "<span class='warning'>Someone hammers loudly on \the [src]!</span>")
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src.add_fingerprint(user)
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flick("door_deny", src)
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if(icon_state == "door_closed" && arePowerSystemsOn())
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flick("door_deny", src)
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playsound(src, knock_hammer_sound, 50, 0, 3)
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else
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else if(arePowerSystemsOn())
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src.visible_message("[user] presses the door bell on \the [src].", "\The [src]'s bell rings.")
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src.add_fingerprint(user)
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flick("door_deny", src)
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if(icon_state == "door_closed")
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flick("door_deny", src)
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playsound(src, knock_sound, 50, 0, 3)
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else
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src.visible_message("[user] knocks on \the [src].", "Someone knocks on \the [src].")
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src.add_fingerprint(user)
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playsound(src, knock_unpowered_sound, 50, 0, 3)
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return
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/obj/machinery/door/airlock/tgui_act(action, params)
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@@ -12,7 +12,7 @@
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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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var/knock_sound = 'sound/effects/glassknock.ogg'
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var/knock_sound = 'sound/machines/door/knock_glass.ogg'
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var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
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/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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@@ -71,6 +71,7 @@
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return TryToSwitchState(user)
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/obj/structure/simple_door/AltClick(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(!Adjacent(user))
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return
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else if(user.a_intent == I_HURT)
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@@ -240,6 +241,7 @@
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/obj/structure/simple_door/wood/Initialize(mapload,var/material_name)
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..(mapload, material_name || MAT_WOOD)
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knock_sound = 'sound/machines/door/knock_wood.wav'
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/obj/structure/simple_door/sifwood/Initialize(mapload,var/material_name)
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..(mapload, material_name || MAT_SIFWOOD)
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