Adds a timer to falsewall code (#32637)
* Adds a timer to falsewall code * better code * removes a parameter
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@@ -11,7 +11,7 @@
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var/mineral_amount = 2
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var/walltype = /turf/closed/wall
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var/girder_type = /obj/structure/girder/displaced
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var/opening = 0
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var/opening = FALSE
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density = TRUE
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opacity = 1
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max_integrity = 100
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@@ -50,43 +50,38 @@
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if(opening)
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return
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opening = 1
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if(density)
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do_the_flick()
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sleep(5)
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if(!QDELETED(src))
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density = FALSE
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set_opacity(0)
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update_icon()
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else
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opening = TRUE
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update_icon()
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if(!density)
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var/srcturf = get_turf(src)
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for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
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opening = 0
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opening = FALSE
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return
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do_the_flick()
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density = TRUE
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sleep(5)
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if(!QDELETED(src))
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set_opacity(1)
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update_icon()
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addtimer(CALLBACK(src, /obj/structure/falsewall/proc/toggle_open), 5)
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air_update_turf(1)
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opening = 0
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/obj/structure/falsewall/proc/do_the_flick()
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if(density)
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smooth = SMOOTH_FALSE
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clear_smooth_overlays()
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icon_state = "fwall_opening"
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else
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icon_state = "fwall_closing"
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/obj/structure/falsewall/proc/toggle_open()
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if(!QDELETED(src))
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density = !density
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set_opacity(density)
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opening = FALSE
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update_icon()
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/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
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if(density)
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smooth = SMOOTH_TRUE
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queue_smooth(src)
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icon_state = initial(icon_state)
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if(opening)
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if(density)
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icon_state = "fwall_opening"
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smooth = SMOOTH_FALSE
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clear_smooth_overlays()
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else
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icon_state = "fwall_closing"
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else
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icon_state = "fwall_open"
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if(density)
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icon_state = initial(icon_state)
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smooth = SMOOTH_TRUE
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queue_smooth(src)
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else
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icon_state = "fwall_open"
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/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
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var/turf/T = get_turf(src)
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