diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index dd6cfcff53b..26145cdb414 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -27,9 +27,9 @@ /obj/machinery/door/window/New() ..() - if ((istype(src.req_access) && src.req_access.len) || istext(req_access)) - src.icon_state = "[src.icon_state]" - src.base_state = src.icon_state + if ((istype(req_access) && req_access.len) || istext(req_access)) + icon_state = "[icon_state]" + base_state = icon_state return /obj/machinery/door/window/Destroy() @@ -58,26 +58,26 @@ if (!ismob(AM)) var/obj/machinery/bot/bot = AM if(istype(bot)) - if(density && src.check_access(bot.botcard)) + if(density && check_access(bot.botcard)) open() sleep(50) close() else if(istype(AM, /obj/mecha)) var/obj/mecha/mecha = AM if(density) - if(mecha.occupant && src.allowed(mecha.occupant)) + if(mecha.occupant && allowed(mecha.occupant)) open() sleep(50) close() return if (!( ticker )) return - if (src.operating) + if (operating) return - if (src.density && src.allowed(AM)) + if (density && allowed(AM)) open() // What. - if(src.check_access(null)) + if(check_access(null)) sleep(50) else //secure doors close faster sleep(20) @@ -115,37 +115,37 @@ /obj/machinery/door/window/open() if (!density) //it's already open you silly cunt return 0 - if (src.operating == 1) //doors can still open when emag-disabled + if (operating == 1) //doors can still open when emag-disabled return 0 if (!ticker) return 0 - if(!src.operating) //in case of emag - src.operating = 1 - flick(text("[]opening", src.base_state), src) + if(!operating) //in case of emag + operating = 1 + flick(text("[]opening", base_state), src) playsound(get_turf(src), soundeffect, 100, 1) - src.icon_state = text("[]open", src.base_state) + icon_state = text("[]open", base_state) sleep(animation_delay) explosion_resistance = 0 - src.density = 0 + density = 0 if (smartwindow && opacity) set_opacity(0) //Else we'd get opaque open windoors! was_opaque = 1 update_nearby_tiles() if(operating == 1) //emag again - src.operating = 0 + operating = 0 return 1 /obj/machinery/door/window/close() - if (src.operating) + if (operating) return 0 - src.operating = 1 - flick(text("[]closing", src.base_state), src) + operating = 1 + flick(text("[]closing", base_state), src) playsound(get_turf(src), soundeffect, 100, 1) - src.icon_state = src.base_state + icon_state = base_state - src.density = 1 + density = 1 explosion_resistance = initial(explosion_resistance) if (smartwindow && was_opaque) set_opacity(1) @@ -154,14 +154,14 @@ sleep(animation_delay) - src.operating = 0 + operating = 0 return 1 /obj/machinery/door/window/proc/take_damage(var/damage) - src.health = max(0, src.health - damage) - if (src.health <= 0) + health = max(0, health - damage) + if (health <= 0) getFromPool(shard, loc) - getFromPool(/obj/item/stack/cable_coil,src.loc,2) + getFromPool(/obj/item/stack/cable_coil,loc,2) eject_electronics() qdel(src) return @@ -187,55 +187,55 @@ return /obj/machinery/door/window/attack_ai(mob/user as mob) - src.add_hiddenprint(user) - return src.attack_hand(user) + add_hiddenprint(user) + return attack_hand(user) /obj/machinery/door/window/attack_paw(mob/living/user as mob) if(istype(user, /mob/living/carbon/alien/humanoid) || istype(user, /mob/living/carbon/slime/adult)) - if(src.operating) + if(operating) return user.delayNextAttack(8) user.do_attack_animation(src, user) - src.health = max(0, src.health - 25) + health = max(0, health - 25) playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1) - visible_message("\The [user] smashes against \the [src.name].", 1) - if (src.health <= 0) + visible_message("\The [user] smashes against \the [name].", 1) + if (health <= 0) getFromPool(shard, loc) getFromPool(/obj/item/stack/cable_coil, loc, 2) qdel(src) else - return src.attack_hand(user) + return attack_hand(user) /obj/machinery/door/window/attack_animal(mob/living/user as mob) - if(src.operating) + if(operating) return var/mob/living/simple_animal/M = user if(M.melee_damage_upper <= 0) return user.do_attack_animation(src, user) user.delayNextAttack(8) - src.health = max(0, src.health - M.melee_damage_upper) + health = max(0, health - M.melee_damage_upper) playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1) - visible_message("\The [M] [M.attacktext] against \the [src.name].", 1) - if (src.health <= 0) + visible_message("\The [M] [M.attacktext] against \the [name].", 1) + if (health <= 0) getFromPool(shard, loc) getFromPool(/obj/item/stack/cable_coil, loc, 2) qdel(src) /obj/machinery/door/window/attack_hand(mob/user as mob) - return src.attackby(user, user) + return attackby(user, user) /obj/machinery/door/window/attackby(obj/item/weapon/I as obj, mob/living/user as mob) // Make emagged/open doors able to be deconstructed - if (!src.density && src.operating != 1 && iscrowbar(I)) + if (!density && operating != 1 && iscrowbar(I)) user.visible_message("[user] removes the electronics from the windoor assembly.", "You start to remove the electronics from the windoor assembly.") playsound(get_turf(src), 'sound/items/Crowbar.ogg', 100, 1) - if (do_after(user, src, 40) && src && !src.density && src.operating != 1) + if (do_after(user, src, 40) && src && !density && operating != 1) to_chat(user, "You removed the windoor electronics!") make_assembly(user) - src.dismantled = 1 // Don't play the glass shatter sound + dismantled = 1 // Don't play the glass shatter sound if(smartwindow) qdel(smartwindow) smartwindow = null @@ -246,7 +246,7 @@ return //If it's in the process of opening/closing or emagged, ignore the click - if (src.operating) + if (operating) return //If it's Smartglass shit, smartglassify it. @@ -269,33 +269,33 @@ return //If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway) - if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card)) + if(density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card)) var/aforce = I.force user.do_attack_animation(src, I) user.delayNextAttack(8) if(I.damtype == BRUTE || I.damtype == BURN) - src.health = max(0, src.health - aforce) + health = max(0, health - aforce) playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1) visible_message("[src] was hit by [I].") - if (src.health <= 0) + if (health <= 0) getFromPool(shard, loc) - getFromPool(/obj/item/stack/cable_coil, src.loc, 2) + getFromPool(/obj/item/stack/cable_coil, loc, 2) qdel(src) return - src.add_fingerprint(user) - if (!src.requiresID()) + add_fingerprint(user) + if (!requiresID()) //don't care who they are or what they have, act as if they're NOTHING user = null if (isrobot(user)) - if (src.density) + if (density) return open() else return close() - if (!src.allowed(user) && src.density) - flick(text("[]deny", src.base_state), src) + if (!allowed(user) && density) + flick(text("[]deny", base_state), src) return ..() @@ -304,12 +304,12 @@ return hackOpen(used_emag, user) /obj/machinery/door/window/proc/hackOpen(obj/item/I, mob/user) - src.operating = -1 + operating = -1 - if (src.electronics) - src.electronics.icon_state = "door_electronics_smoked" + if (electronics) + electronics.icon_state = "door_electronics_smoked" - flick("[src.base_state]spark", src) + flick("[base_state]spark", src) sleep(6) open() return 1 @@ -322,7 +322,7 @@ * w.r.t. the tile it is on. */ /obj/machinery/door/window/proc/is_left_opening() - return src.base_state == "left" || src.base_state == "leftsecure" + return base_state == "left" || base_state == "leftsecure" /** * Deconstructs a windoor properly. You probably want to delete @@ -331,41 +331,41 @@ */ /obj/machinery/door/window/proc/make_assembly(mob/user as mob) // Windoor assembly - var/obj/structure/windoor_assembly/WA = new /obj/structure/windoor_assembly(src.loc) + var/obj/structure/windoor_assembly/WA = new /obj/structure/windoor_assembly(loc) set_assembly(user, WA) return WA /obj/machinery/door/window/proc/set_assembly(mob/user as mob, var/obj/structure/windoor_assembly/WA) WA.name = "Near finished Windoor Assembly" - WA.dir = src.dir + WA.dir = dir WA.anchored = 1 WA.facing = (is_left_opening() ? "l" : "r") WA.secure = "" WA.state = "02" WA.update_icon() - WA.fingerprints += src.fingerprints - WA.fingerprintshidden += src.fingerprints + WA.fingerprints += fingerprints + WA.fingerprintshidden += fingerprints WA.fingerprintslast = user.ckey // Pop out electronics eject_electronics() /obj/machinery/door/window/proc/eject_electronics() - var/obj/item/weapon/circuitboard/airlock/AE = (src.electronics ? src.electronics : new /obj/item/weapon/circuitboard/airlock(src.loc)) - if (src.electronics) - src.electronics = null + var/obj/item/weapon/circuitboard/airlock/AE = (electronics ? electronics : new /obj/item/weapon/circuitboard/airlock(loc)) + if (electronics) + electronics = null AE.installed = 0 else if(operating == -1) AE.icon_state = "door_electronics_smoked" // Straight from /obj/machinery/door/airlock/attackby() - if (src.req_access && src.req_access.len > 0) - AE.conf_access = src.req_access - else if (src.req_one_access && src.req_one_access.len > 0) - AE.conf_access = src.req_one_access + if (req_access && req_access.len > 0) + AE.conf_access = req_access + else if (req_one_access && req_one_access.len > 0) + AE.conf_access = req_one_access AE.one_access = 1 - AE.forceMove(src.loc) + AE.forceMove(loc) /obj/machinery/door/window/brigdoor name = "Secure Window Door" @@ -394,7 +394,7 @@ /obj/machinery/door/window/plasma/make_assembly(mob/user as mob) // Windoor assembly - var/obj/structure/windoor_assembly/plasma/WA = new /obj/structure/windoor_assembly/plasma(src.loc) + var/obj/structure/windoor_assembly/plasma/WA = new /obj/structure/windoor_assembly/plasma(loc) set_assembly(user, WA) return WA