here we go again (#2456)
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@@ -19,7 +19,7 @@
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dir = NORTH
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var/ini_dir
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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/created_name = null
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//Vars to help with the icon's name
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@@ -90,8 +90,8 @@
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add_fingerprint(user)
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switch(state)
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if("01")
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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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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("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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@@ -109,7 +109,7 @@
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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if(istype(W, /obj/item/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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@@ -132,7 +132,7 @@
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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else if(istype(W, /obj/item/wrench) && anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
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@@ -189,7 +189,7 @@
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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if(istype(W, /obj/item/wirecutters))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
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@@ -206,7 +206,7 @@
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name = "anchored windoor assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/electronics/airlock))
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else if(istype(W, /obj/item/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, W.usesound, 100, 1)
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@@ -224,7 +224,7 @@
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W.loc = loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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else if(istype(W, /obj/item/screwdriver))
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if(!electronics)
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return
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@@ -236,12 +236,12 @@
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return
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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name = "wired windoor 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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ae = electronics
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electronics = null
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ae.loc = loc
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else if(istype(W, /obj/item/weapon/pen))
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else if(istype(W, /obj/item/pen))
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var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
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if(!t)
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return
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@@ -253,7 +253,7 @@
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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else if(istype(W, /obj/item/crowbar))
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if(!electronics)
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to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
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return
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