Adds open/close sound to blastdoors and shutters
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CitadelStationBot
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@@ -8,6 +8,7 @@
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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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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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@@ -15,6 +16,15 @@
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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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=======
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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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>>>>>>> 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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@@ -34,6 +44,7 @@
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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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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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@@ -64,3 +75,37 @@
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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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=======
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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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playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
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if("closing")
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flick("closing", src)
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playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
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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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>>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound
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