here we go again (#2456)
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@@ -10,7 +10,7 @@
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var/mineral = null
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var/typetext = ""
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var/icontext = ""
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var/obj/item/weapon/electronics/airlock/electronics = null
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var/obj/item/electronics/airlock/electronics = null
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/created_name = null
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@@ -364,7 +364,7 @@
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state = 1
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/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/pen))
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if(istype(W, /obj/item/pen))
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var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
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if(!t)
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return
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@@ -372,14 +372,14 @@
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return
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created_name = t
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else if(istype(W, /obj/item/weapon/airlock_painter)) // |- Ricotez
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else if(istype(W, /obj/item/airlock_painter)) // |- Ricotez
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//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
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//If your airlock has a regular version, add it to the list with regular versions.
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//If your airlock has a glass version, add it to the list with glass versions.
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//Don't forget to also set has_solid and has_glass to the proper value.
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//Do NOT add your airlock to a list if it does not have a version for that list,
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// or you will get broken icons.
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var/obj/item/weapon/airlock_painter/WT = W
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var/obj/item/airlock_painter/WT = W
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if(WT.can_use(user))
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var/icontype
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var/optionlist
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@@ -502,8 +502,8 @@
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mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
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to_chat(user, "<span class='notice'>You change the paintjob on the airlock assembly.</span>")
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else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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else if(istype(W, /obj/item/weldingtool) && !anchored )
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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user.visible_message("<span class='warning'>[user] disassembles the airlock assembly.</span>", \
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"You start to disassemble the airlock assembly...")
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@@ -515,7 +515,7 @@
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to_chat(user, "<span class='notice'>You disassemble the airlock assembly.</span>")
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deconstruct(TRUE)
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else if(istype(W, /obj/item/weapon/wrench))
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else if(istype(W, /obj/item/wrench))
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if(!anchored )
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var/door_check = 1
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for(var/obj/machinery/door/D in loc)
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@@ -564,7 +564,7 @@
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to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
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src.name = "wired airlock assembly"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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else if(istype(W, /obj/item/wirecutters) && state == 1 )
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", \
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"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
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@@ -577,7 +577,7 @@
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src.state = 0
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src.name = "secured airlock assembly"
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else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
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else if(istype(W, /obj/item/electronics/airlock) && state == 1 )
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", \
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"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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@@ -594,7 +594,7 @@
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src.electronics = W
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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else if(istype(W, /obj/item/crowbar) && state == 2 )
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", \
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"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
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@@ -605,9 +605,9 @@
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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src.state = 1
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src.name = "wired airlock assembly"
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var/obj/item/weapon/electronics/airlock/ae
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var/obj/item/electronics/airlock/ae
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if (!electronics)
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ae = new/obj/item/weapon/electronics/airlock( src.loc )
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ae = new/obj/item/electronics/airlock( src.loc )
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else
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ae = electronics
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electronics = null
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@@ -657,7 +657,7 @@
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airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
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glass_type = /obj/machinery/door/airlock/glass
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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else if(istype(W, /obj/item/screwdriver) && state == 2 )
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] finishes the airlock.", \
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"<span class='notice'>You start finishing the airlock...</span>")
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@@ -709,7 +709,7 @@
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else
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new /obj/item/stack/sheet/glass(T)
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else
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new /obj/item/weapon/shard(T)
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new /obj/item/shard(T)
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else
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var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new mineral_path(T, 2)
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