ac0bad5d61
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
481 lines
14 KiB
Plaintext
481 lines
14 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.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, "swing_hit", 25, 1)
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swirlie.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='userdanger'>[user] slams the toilet seat onto your head!</span>", "<span class='italics'>You hear reverberating porcelain.</span>")
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swirlie.adjustBruteLoss(5)
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else if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
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user.changeNext_move(CLICK_CD_MELEE)
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var/mob/living/GM = user.pulling
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if(user.grab_state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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user << "<span class='warning'>[GM] needs to be on [src]!</span>"
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return
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if(!swirlie)
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if(open)
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GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
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swirlie = GM
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if(do_after(user, 30, 0, target = src))
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GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='italics'>You hear a toilet flushing.</span>")
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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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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
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GM.adjustBruteLoss(5)
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else
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user << "<span class='warning'>You need a tighter grip!</span>"
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else 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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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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else
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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, params)
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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/I.toolspeed, target = src))
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user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='italics'>You hear grinding porcelain.</span>")
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cistern = !cistern
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update_icon()
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else if(cistern)
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if(user.a_intent != "harm")
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if(I.w_class > 3)
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user << "<span class='warning'>[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='warning'>The cistern is full!</span>"
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return
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if(!user.drop_item())
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user << "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>"
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return
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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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else if(istype(I, /obj/item/weapon/reagent_containers))
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if (!open)
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return
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var/obj/item/weapon/reagent_containers/RG = I
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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]. Gross.</span>"
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else
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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/attack_hand(mob/user)
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if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
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var/mob/living/GM = user.pulling
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if(user.grab_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 be on [src].</span>"
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>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='warning'>You need a tighter grip!</span>"
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else
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..()
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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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/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 = FLY_LAYER
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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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add_fingerprint(M)
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if(on)
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wash_turf()
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for(var/atom/movable/G in loc)
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if(isliving(G))
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var/mob/living/L = G
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wash_mob(L)
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else
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wash_obj(G)
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else
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if(istype(loc, /turf/open))
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var/turf/open/tile = loc
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tile.MakeSlippery(min_wet_time = 5, wet_time_to_add = 1)
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/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
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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/I.toolspeed, target = src))
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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] to [watertemp] temperature.</span>")
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log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])")
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add_hiddenprint(user)
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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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cut_overlays() //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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add_overlay(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(!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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if(on)
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if(isliving(O))
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var/mob/living/L = O
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if(wash_mob(L)) //it's a carbon mob.
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var/mob/living/carbon/C = L
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C.slip(4,2,null,NO_SLIP_WHEN_WALKING)
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else
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wash_obj(O)
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/obj/machinery/shower/proc/wash_obj(atom/movable/O)
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O.clean_blood()
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if(istype(O,/obj/item))
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var/obj/item/I = O
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I.extinguish()
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/obj/machinery/shower/proc/wash_turf()
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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(is_cleanable(E))
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qdel(E)
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/obj/machinery/shower/proc/wash_mob(mob/living/L)
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L.wash_cream()
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L.ExtinguishMob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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if(iscarbon(L))
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var/mob/living/carbon/M = L
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. = 1
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check_heat(M)
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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()
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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()
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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()
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if(washgloves)
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clean_blood()
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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()
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if(H.wear_mask)
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if(washmask)
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if(H.wear_mask.clean_blood())
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H.update_inv_wear_mask()
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else
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H.lip_style = null
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H.update_body()
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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()
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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()
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if(H.belt)
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if(H.belt.clean_blood())
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H.update_inv_belt()
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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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M.clean_blood()
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else
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L.clean_blood()
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/obj/machinery/shower/process()
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if(on)
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wash_turf()
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for(var/atom/movable/G in loc)
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if(isliving(G))
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var/mob/living/L = G
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wash_mob(L)
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else
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wash_obj(G)
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/obj/machinery/shower/proc/check_heat(mob/living/carbon/C)
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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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else 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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/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/living/user)
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if(!user || !istype(user))
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return
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if(!iscarbon(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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var/selected_area = parse_zone(user.zone_selected)
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var/washing_face = 0
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if(selected_area in list("head", "mouth", "eyes"))
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washing_face = 1
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user.visible_message("<span class='notice'>[user] start washing their [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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busy = 1
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if(!do_after(user, 40, target = src))
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busy = 0
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return
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busy = 0
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user.visible_message("<span class='notice'>[user] washes their [washing_face ? "face" : "hands"] using [src].</span>", \
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"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
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if(washing_face)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.lip_style = null //Washes off lipstick
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H.lip_color = initial(H.lip_color)
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H.wash_cream()
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H.regenerate_icons()
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user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
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else
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user.clean_blood()
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/obj/structure/sink/attackby(obj/item/O, mob/user, params)
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if(busy)
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user << "<span class='warning'>Someone's already washing here!</span>"
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return
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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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if(RG.flags & OPENCONTAINER)
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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 1
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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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var/stunforce = B.stunforce
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user.Stun(stunforce)
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user.Weaken(stunforce)
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user.stuttering = stunforce
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B.deductcharge(B.hitcost)
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user.visible_message("<span class='warning'>[user] shocks themself while attempting to wash the active [B.name]!</span>", \
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"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
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playsound(src, "sparks", 50, 1)
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return
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if(istype(O, /obj/item/weapon/mop))
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O.reagents.add_reagent("water", 5)
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user << "<span class='notice'>You wet [O] in [src].</span>"
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
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var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/M = O
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user << "<span class='notice'>You place [src] under a stream of water...</span>"
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user.drop_item()
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M.loc = get_turf(src)
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M.Expand()
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return
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if(!istype(O))
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return
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if(O.flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
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return
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if(user.a_intent != "harm")
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user << "<span class='notice'>You start washing [O]...</span>"
|
|
busy = 1
|
|
if(!do_after(user, 40, target = src))
|
|
busy = 0
|
|
return 1
|
|
busy = 0
|
|
O.clean_blood()
|
|
user.visible_message("<span class='notice'>[user] washes [O] using [src].</span>", \
|
|
"<span class='notice'>You wash [O] using [src].</span>")
|
|
return 1
|
|
else
|
|
return ..()
|
|
|
|
|
|
/obj/structure/sink/kitchen
|
|
name = "kitchen sink"
|
|
icon_state = "sink_alt"
|
|
|
|
|
|
/obj/structure/sink/puddle //splishy splashy ^_^
|
|
name = "puddle"
|
|
icon_state = "puddle"
|
|
|
|
/obj/structure/sink/puddle/attack_hand(mob/M)
|
|
icon_state = "puddle-splash"
|
|
..()
|
|
icon_state = "puddle"
|
|
|
|
/obj/structure/sink/puddle/attackby(obj/item/O, mob/user, params)
|
|
icon_state = "puddle-splash"
|
|
. = ..()
|
|
icon_state = "puddle"
|