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Arcane tampered closet escape balance hotfix (#37472)
* Arcane tampered locker balance hotfix * consistency with regular blessing
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@@ -484,6 +484,8 @@
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return
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src.welded =! src.welded
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src.update_icon()
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if(!welded && arcanetampered)
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bless()
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 1, "You hear welding.", 2)
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else if(istype(W, /obj/item/weapon/circuitboard/airlock) && src.has_lock_type) //testing with crowbars for now, will use circuits later
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@@ -1065,21 +1065,15 @@ Thanks.
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sleep(10)
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SC.broken = SC.locked // If it's only welded just break the welding, dont break the lock.
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SC.locked = 0
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SC.welded = 0
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L.visible_message("<span class='danger'>[L] successfully breaks out of [SC]!</span>",
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"<span class='notice'>You successfully break out!</span>")
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if(istype(SC.loc, /obj/item/delivery/large)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
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var/obj/item/delivery/large/BD = SC.loc
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BD.attack_hand(usr)
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SC.open()
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else
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C.welded = 0
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L.visible_message("<span class='danger'>[L] successfully breaks out of [C]!</span>",
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"<span class='notice'>You successfully break out!</span>")
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if(istype(C.loc, /obj/item/delivery/large)) //nullspace ect.. read the comment above
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var/obj/item/delivery/large/BD = C.loc
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BD.attack_hand(usr)
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C.open()
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C.welded = 0
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if(C.arcanetampered)
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C.bless() // so it doesn't just close again, fairness on the user
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L.visible_message("<span class='danger'>[L] successfully breaks out of [C]!</span>",
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"<span class='notice'>You successfully break out!</span>")
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if(istype(C.loc, /obj/item/delivery/large)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
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var/obj/item/delivery/large/BD = C.loc
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BD.attack_hand(usr)
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C.open()
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//Removing a headcrab
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if(ishuman(L))
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