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.
437 lines
13 KiB
Plaintext
437 lines
13 KiB
Plaintext
/obj/structure/toilet
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name = "toilet"
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desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "toilet00"
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density = 0
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anchored = 1
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var/open = 0 //if the lid is up
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var/cistern = 0 //if the cistern bit is open
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var/w_items = 0 //the combined w_class of all the items in the cistern
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var/mob/living/swirlie = null //the mob being given a swirlie
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/obj/structure/toilet/New()
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open = round(rand(0, 1))
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update_icon()
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/obj/structure/toilet/attack_hand(mob/living/user)
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if(swirlie)
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user.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie]'s head!</span>", "You hear reverberating porcelain.")
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swirlie.adjustBruteLoss(8)
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return
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if(cistern && !open)
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if(!contents.len)
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user << "<span class='notice'>The cistern is empty.</span>"
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return
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else
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var/obj/item/I = pick(contents)
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if(ishuman(user))
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user.put_in_hands(I)
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else
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I.loc = get_turf(src)
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user << "<span class='notice'>You find [I] in the cistern.</span>"
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w_items -= I.w_class
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return
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open = !open
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update_icon()
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/obj/structure/toilet/update_icon()
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icon_state = "toilet[open][cistern]"
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/obj/structure/toilet/attackby(obj/item/I, mob/living/user)
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if(istype(I, /obj/item/weapon/crowbar))
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user << "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"].</span>"
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(do_after(user, 30))
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user.visible_message("<span class='notice'>[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!</span>", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "You hear grinding porcelain.")
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cistern = !cistern
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update_icon()
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return
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if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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if(!G.confirm())
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return
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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user << "<span class='notice'>[GM] needs to be on [src].</span>"
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return
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if(open && !swirlie)
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user.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='notice'>You start to give [GM] a swirlie!</span>")
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swirlie = GM
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if(do_after(user, 30, 5, 0))
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user.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='notice'>You give [GM] a swirlie!</span>", "You hear a toilet flushing.")
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if(iscarbon(GM))
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var/mob/living/carbon/C = GM
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if(!C.internal)
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C.adjustOxyLoss(5)
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else
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GM.adjustOxyLoss(5)
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swirlie = null
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else
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM] into [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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user << "<span class='notice'>You need a tighter grip.</span>"
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if(cistern)
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if(I.w_class > 3)
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user << "<span class='notice'>[I] does not fit.</span>"
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return
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if(w_items + I.w_class > 5)
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user << "<span class='notice'>The cistern is full.</span>"
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return
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user.drop_item()
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I.loc = src
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w_items += I.w_class
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user << "<span class='notice'>You carefully place [I] into the cistern.</span>"
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return
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "urinal"
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density = 0
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anchored = 1
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/obj/structure/urinal/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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if(!G.confirm())
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return
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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user << "<span class='notice'>[GM.name] needs to on [src].</span>"
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return
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user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='notice'>You slam [GM] into [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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user << "<span class='notice'>You need a tighter grip.</span>"
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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density = 0
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anchored = 1
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use_power = 0
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var/on = 0
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var/obj/effect/mist/mymist = null
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var/ismist = 0 //needs a var so we can make it linger~
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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/obj/effect/mist
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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layer = MOB_LAYER + 1
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anchored = 1
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mouse_opacity = 0
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/obj/machinery/shower/attack_hand(mob/M)
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on = !on
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update_icon()
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if(on)
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if (M.loc == loc)
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wash(M)
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check_heat(M)
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for (var/atom/movable/G in loc)
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G.clean_blood()
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/obj/machinery/shower/attackby(obj/item/I, mob/user)
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if(I.type == /obj/item/device/analyzer)
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user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You begin to adjust the temperature valve with the [I].</span>"
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if(do_after(user, 50))
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switch(watertemp)
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if("normal")
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watertemp = "freezing"
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if("freezing")
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watertemp = "boiling"
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if("boiling")
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watertemp = "normal"
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user.visible_message("<span class='notice'>[user] adjusts the shower with the [I].</span>", "<span class='notice'>You adjust the shower with the [I].</span>")
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/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
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overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
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if(mymist)
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qdel(mymist)
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if(on)
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overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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if(watertemp == "freezing")
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return
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if(!ismist)
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spawn(50)
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if(src && on)
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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else
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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else if(ismist)
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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spawn(250)
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if(src && !on && mymist)
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qdel(mymist)
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ismist = 0
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/obj/machinery/shower/Crossed(atom/movable/O)
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..()
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wash(O)
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if(ismob(O))
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mobpresent += 1
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check_heat(O)
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/obj/machinery/shower/Uncrossed(atom/movable/O)
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if(ismob(O))
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mobpresent -= 1
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..()
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//Yes, showers are super powerful as far as washing goes.
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/obj/machinery/shower/proc/wash(atom/movable/O)
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if(!on) return
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if(isliving(O))
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var/mob/living/L = O
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L.ExtinguishMob()
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L.fire_stacks = -20 //Douse ourselves with water to avoid fire more easily
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L << "<span class='warning'>You've been drenched in water!</span>"
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if(iscarbon(O))
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var/mob/living/carbon/M = O
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if(M.r_hand)
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M.r_hand.clean_blood()
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if(M.l_hand)
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M.l_hand.clean_blood()
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if(M.back)
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if(M.back.clean_blood())
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M.update_inv_back(0)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/washgloves = 1
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var/washshoes = 1
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var/washmask = 1
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var/washears = 1
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var/washglasses = 1
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if(H.wear_suit)
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washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
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washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
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if(H.head)
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washmask = !(H.head.flags_inv & HIDEMASK)
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washglasses = !(H.head.flags_inv & HIDEEYES)
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washears = !(H.head.flags_inv & HIDEEARS)
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if(H.wear_mask)
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if (washears)
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washears = !(H.wear_mask.flags_inv & HIDEEARS)
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if (washglasses)
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washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
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if(H.head)
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if(H.head.clean_blood())
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H.update_inv_head(0)
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if(H.wear_suit)
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if(H.wear_suit.clean_blood())
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H.update_inv_wear_suit(0)
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else if(H.w_uniform)
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if(H.w_uniform.clean_blood())
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H.update_inv_w_uniform(0)
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if(H.gloves && washgloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0)
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if(H.shoes && washshoes)
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if(H.shoes.clean_blood())
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H.update_inv_shoes(0)
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if(H.wear_mask && washmask)
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if(H.wear_mask.clean_blood())
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H.update_inv_wear_mask(0)
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if(H.glasses && washglasses)
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if(H.glasses.clean_blood())
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H.update_inv_glasses(0)
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if(H.ears && washears)
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if(H.ears.clean_blood())
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H.update_inv_ears(0)
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if(H.belt)
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if(H.belt.clean_blood())
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H.update_inv_belt(0)
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else
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if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
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if(M.wear_mask.clean_blood())
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M.update_inv_wear_mask(0)
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else
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O.clean_blood()
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if(isturf(loc))
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var/turf/tile = loc
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loc.clean_blood()
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for(var/obj/effect/E in tile)
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if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
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qdel(E)
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/obj/machinery/shower/process()
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if(!on || !mobpresent) return
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for(var/mob/living/carbon/C in loc)
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check_heat(C)
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/obj/machinery/shower/proc/check_heat(mob/M)
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if(!on || watertemp == "normal") return
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(watertemp == "freezing")
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C.bodytemperature = max(80, C.bodytemperature - 80)
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C << "<span class='warning'>The water is freezing!</span>"
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return
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if(watertemp == "boiling")
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C.bodytemperature = min(500, C.bodytemperature + 35)
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C.adjustFireLoss(5)
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C << "<span class='danger'>The water is searing!</span>"
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return
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/obj/item/weapon/bikehorn/rubberducky
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name = "rubber ducky"
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desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "rubberducky"
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item_state = "rubberducky"
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/obj/structure/sink
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name = "sink"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "sink"
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desc = "A sink used for washing one's hands and face."
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anchored = 1
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var/busy = 0 //Something's being washed at the moment
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/obj/structure/sink/attack_hand(mob/user)
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if(isrobot(user) || isAI(user))
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return
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if(!Adjacent(user))
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return
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if(busy)
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user << "<span class='notice'>Someone's already washing here.</span>"
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return
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user << "<span class='notice'>You start washing your hands.</span>"
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busy = 1
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sleep(40)
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busy = 0
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if(!Adjacent(user)) return //Person has moved away from the sink
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user.clean_blood()
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user.visible_message("<span class='notice'>[user] washes their hands in [src].</span>")
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/obj/structure/sink/attackby(obj/item/O, mob/user)
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if(busy)
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user << "<span class='notice'>Someone's already washing here.</span>"
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return
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if(istype(O, /obj/item/trash))
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user.drop_item()
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user << "<span class='notice'>You wash up [O].</span>" //sims!!!
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qdel(O)
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if(istype(O, /obj/item/weapon/reagent_containers))
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var/obj/item/weapon/reagent_containers/RG = O
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RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
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user << "<span class='notice'>You fill [RG] from [src].</span>"
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return
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else if(istype(O, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = O
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if(B.bcell)
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if(B.bcell.charge > 0 && B.status == 1)
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flick("baton_active", src)
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user.Stun(10)
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user.stuttering = 10
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user.Weaken(10)
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if(isrobot(user))
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var/mob/living/silicon/robot/R = user
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R.cell.charge -= 20
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else
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B.deductcharge(B.hitcost)
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user.visible_message( \
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"<span class='danger'>[user] was stunned by \his wet [O]!</span>", \
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"<span class='userdanger'>[user] was stunned by \his wet [O]!</span>")
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return
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var/turf/location = user.loc
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if(!isturf(location)) return
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var/obj/item/I = O
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if(!I || !istype(I,/obj/item)) return
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usr << "<span class='notice'>You start washing [I].</span>"
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busy = 1
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sleep(40)
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busy = 0
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if(user.loc != location) return //User has moved
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if(!I) return //Item's been destroyed while washing
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if(user.get_active_hand() != I) return //Person has switched hands or the item in their hands
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O.clean_blood()
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user.visible_message( \
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"<span class='notice'>[user] washes [I] using [src].</span>", \
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"<span class='notice'>You wash [I] using [src].</span>")
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/obj/structure/sink/kitchen
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name = "kitchen sink"
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icon_state = "sink_alt"
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/obj/structure/sink/puddle //splishy splashy ^_^
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name = "puddle"
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icon_state = "puddle"
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/obj/structure/sink/puddle/attack_hand(mob/M as mob)
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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/obj/structure/sink/puddle/attackby(obj/item/O as obj, mob/user as mob)
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle" |