Update poddoor.dm
This commit is contained in:
@@ -1,22 +1,13 @@
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/obj/machinery/door/poddoor
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/obj/machinery/door/poddoor
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name = "blast door"
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name = "blast door"
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desc = "A heavy duty blast door that opens mechanically."
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desc = "A heavy duty blast door that opens mechanically."
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icon = 'icons/obj/doors/blastdoor.dmi'
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icon = 'icons/obj/doors/blastdoor.dmi'
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icon_state = "closed"
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icon_state = "closed"
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var/id = 1
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var/id = 1
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sub_door = TRUE
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sub_door = TRUE
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explosion_block = 3
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explosion_block = 3
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heat_proof = TRUE
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heat_proof = TRUE
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safe = FALSE
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safe = FALSE
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<<<<<<< HEAD
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max_integrity = 600
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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damage_deflection = 70
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/obj/machinery/door/poddoor/preopen
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icon_state = "open"
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=======
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max_integrity = 600
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max_integrity = 600
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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resistance_flags = FIRE_PROOF
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@@ -24,58 +15,25 @@
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/obj/machinery/door/poddoor/preopen
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/obj/machinery/door/poddoor/preopen
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icon_state = "open"
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icon_state = "open"
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>>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound
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density = FALSE
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density = FALSE
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opacity = 0
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opacity = 0
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/obj/machinery/door/poddoor/ert
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/obj/machinery/door/poddoor/ert
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desc = "A heavy duty blast door that only opens for dire emergencies."
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desc = "A heavy duty blast door that only opens for dire emergencies."
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//special poddoors that open when emergency shuttle docks at centcom
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//special poddoors that open when emergency shuttle docks at centcom
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/obj/machinery/door/poddoor/shuttledock
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/obj/machinery/door/poddoor/shuttledock
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var/checkdir = 4 //door won't open if turf in this dir is `turftype`
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var/checkdir = 4 //door won't open if turf in this dir is `turftype`
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var/turftype = /turf/open/space
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var/turftype = /turf/open/space
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/obj/machinery/door/poddoor/shuttledock/proc/check()
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/obj/machinery/door/poddoor/shuttledock/proc/check()
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var/turf/T = get_step(src, checkdir)
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var/turf/T = get_step(src, checkdir)
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if(!istype(T, turftype))
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if(!istype(T, turftype))
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INVOKE_ASYNC(src, .proc/open)
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INVOKE_ASYNC(src, .proc/open)
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else
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else
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INVOKE_ASYNC(src, .proc/close)
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INVOKE_ASYNC(src, .proc/close)
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/obj/machinery/door/poddoor/CollidedWith(atom/movable/AM)
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/obj/machinery/door/poddoor/CollidedWith(atom/movable/AM)
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<<<<<<< HEAD
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if(density)
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return 0
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else
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return ..()
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//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
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/obj/machinery/door/poddoor/ex_act(severity, target)
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if(severity == 3)
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return
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..()
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/obj/machinery/door/poddoor/do_animate(animation)
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switch(animation)
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if("opening")
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flick("opening", src)
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if("closing")
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flick("closing", src)
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/obj/machinery/door/poddoor/update_icon()
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if(density)
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icon_state = "closed"
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else
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icon_state = "open"
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/obj/machinery/door/poddoor/try_to_activate_door(mob/user)
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return
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/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
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if(stat & NOPOWER)
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open(1)
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=======
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if(density)
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if(density)
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return 0
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return 0
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else
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else
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@@ -108,4 +66,3 @@
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/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
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/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
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if(stat & NOPOWER)
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if(stat & NOPOWER)
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open(1)
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open(1)
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>>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound
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