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this works too
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code/game/machinery/doors/table.dm

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@@ -92,6 +92,14 @@
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/obj/machinery/door/table/door_animate(animation) // no spritework for it
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return
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/obj/machinery/door/table/attack_ai(mob/user) //those aren't really machinery without electronics in them
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if(electronics) //likewise, if they exist, treat as normal doors
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return TryToSwitchState(user)
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user) && get_dist(user,src) <= 1) //but robots can, not remotely though
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return TryToSwitchState(user) //also >nesting if statements
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/obj/machinery/door/table/attack_paw(mob/user)
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if(M_HULK in user.mutations)
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user.do_attack_animation(src, user)

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