9eee3e5067
Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
307 lines
10 KiB
Plaintext
307 lines
10 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "Windoor Assembly"
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icon_state = "l_windoor_assembly01"
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anchored = 0
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density = 0
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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obj/structure/windoor_assembly/New(dir=NORTH)
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..()
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src.ini_dir = src.dir
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air_update_turf(1)
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obj/structure/windoor_assembly/Destroy()
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density = 0
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air_update_turf(1)
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..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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..()
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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if(air_group) return 0
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(var/turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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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 (WT.remove_fuel(0,user))
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user.visible_message("<span class='warning'>[user] dissassembles the windoor assembly.</span>", "<span class='notice'>You start to dissassemble the windoor assembly.</span>")
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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else
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user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
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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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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've secured the windoor assembly!"
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src.anchored = 1
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if(src.secure)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.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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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've unsecured the windoor assembly!"
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src.anchored = 0
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if(src.secure)
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src.name = "Secure Windoor Assembly"
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else
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src.name = "Windoor Assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.amount < 2)
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user << "\red You need more plasteel to do this."
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return
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user << "\blue You start to reinforce the windoor with plasteel."
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if(do_after(user,40))
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if(!src) return
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P.use(2)
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user << "\blue You reinforce the windoor."
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src.secure = "secure_"
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if(src.anchored)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Secure Windoor Assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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if(do_after(user, 40))
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if(!src) return
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var/obj/item/stack/cable_coil/CC = W
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CC.use(1)
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user << "\blue You wire the windoor!"
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src.state = "02"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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else
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..()
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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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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You cut the windoor wires.!"
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired 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/airlock_electronics))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user.drop_item()
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W.loc = src
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user << "\blue You've installed the airlock electronics!"
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src.name = "Near finished Windoor Assembly"
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src.electronics = W
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else
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W.loc = src.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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if(!electronics)
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've removed the airlock electronics!"
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics) //This shouldnt happen, but if it does, lets not crash and runtime.
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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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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if(!src.electronics)
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usr << "\red The assembly is missing electronics."
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return
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usr << browse(null, "window=windoor_access")
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
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if(do_after(user, 40))
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if(!src) return
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density = 1 //Shouldn't matter but just incase
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user << "\blue You finish the windoor!"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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windoor.close()
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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windoor.close()
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qdel(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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//if(src.state != "01")
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//update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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//if(src.state != "01")
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//update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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update_icon()
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return
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(src.facing == "l")
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usr << "The windoor will now slide to the right."
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src.facing = "r"
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else
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src.facing = "l"
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usr << "The windoor will now slide to the left."
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update_icon()
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return
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