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/obj/machinery/door/poddoor
name = "blast door"
desc = "A heavy duty blast door that opens mechanically."
icon = 'GainStation13/icons/obj/doors/blastdoor.dmi' //GS13 Edit: perspective sprites
icon_state = "closed"
var/id = 1
layer = BLASTDOOR_LAYER
closingLayer = CLOSED_BLASTDOOR_LAYER
sub_door = TRUE
explosion_block = 3
wave_explosion_block = EXPLOSION_BLOCK_BLAST_PROOF
wave_explosion_multiply = EXPLOSION_DAMPEN_BLAST_PROOF
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
can_open_with_hands = FALSE
poddoor = TRUE
/obj/machinery/door/poddoor/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
id = "[idnum][id]"
/obj/machinery/door/poddoor/preopen
icon_state = "open"
density = FALSE
opacity = 0
/obj/machinery/door/poddoor/ert
desc = "A heavy duty blast door that only opens for dire emergencies."
//special poddoors that open when emergency shuttle docks at centcom
/obj/machinery/door/poddoor/shuttledock
var/checkdir = 4 //door won't open if turf in this dir is `turftype`
var/turftype = /turf/open/space
/obj/machinery/door/poddoor/shuttledock/proc/check()
var/turf/T = get_step(src, checkdir)
if(!istype(T, turftype))
INVOKE_ASYNC(src, PROC_REF(open))
else
INVOKE_ASYNC(src, PROC_REF(close))
/obj/machinery/door/poddoor/incinerator_toxmix
name = "combustion chamber vent"
id = INCINERATOR_TOXMIX_VENT
/obj/machinery/door/poddoor/incinerator_atmos_main
name = "turbine vent"
id = INCINERATOR_ATMOS_MAINVENT
/obj/machinery/door/poddoor/incinerator_atmos_aux
name = "combustion chamber vent"
id = INCINERATOR_ATMOS_AUXVENT
/obj/machinery/door/poddoor/incinerator_syndicatelava_main
name = "turbine vent"
id = INCINERATOR_SYNDICATELAVA_MAINVENT
/obj/machinery/door/poddoor/incinerator_syndicatelava_aux
name = "combustion chamber vent"
id = INCINERATOR_SYNDICATELAVA_AUXVENT
/obj/machinery/door/poddoor/Bumped(atom/movable/AM)
if(density)
return FALSE
else
return ..()
//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
/obj/machinery/door/poddoor/ex_act(severity, target, origin)
if(severity == 3)
return
..()
/obj/machinery/door/poddoor/do_animate(animation)
switch(animation)
if("opening")
flick("opening", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
if("closing")
flick("closing", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
/obj/machinery/door/poddoor/update_icon_state()
if(density)
icon_state = "closed"
else
icon_state = "open"
/obj/machinery/door/poddoor/try_to_activate_door(mob/user)
return
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(machine_stat & NOPOWER)
open(1)