Files
Aurora.3/code/game/objects/structures/watercloset.dm
T
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

588 lines
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//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos
/obj/structure/toilet
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet00"
density = 0
anchored = 1
var/open = 0 //if the lid is up
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/living/swirlie = null //the mob being given a swirlie
/obj/structure/toilet/Initialize()
. = ..()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand(mob/living/user as mob)
if(swirlie)
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
usr.visible_message(SPAN_DANGER("[user] slams the toilet seat onto [swirlie.name]'s head!"), SPAN_NOTICE("You slam the toilet seat onto [swirlie.name]'s head!"), "You hear reverberating porcelain.")
swirlie.adjustBruteLoss(8)
return
if(cistern && !open)
if(!contents.len)
to_chat(user, SPAN_NOTICE("The cistern is empty."))
return
else
var/obj/item/I = pick(contents)
if(ishuman(user))
user.put_in_hands(I)
else
I.forceMove(get_turf(src))
to_chat(user, SPAN_NOTICE("You find \an [I] in the cistern."))
w_items -= I.w_class
return
open = !open
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
if(I.iscrowbar())
to_chat(user, SPAN_NOTICE("You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]."))
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
if(I.use_tool(src, user, 30, volume = 0))
user.visible_message(SPAN_NOTICE("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!"), SPAN_NOTICE("You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!"), "You hear grinding porcelain.")
cistern = !cistern
update_icon()
return
if(istype(I, /obj/item/grab))
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/obj/item/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, SPAN_NOTICE("[GM.name] needs to be on the toilet."))
return
if(open && !swirlie)
user.visible_message(SPAN_DANGER("[user] starts to give [GM.name] a swirlie!"), SPAN_NOTICE("You start to give [GM.name] a swirlie!"))
swirlie = GM
if(do_after(user, 30, 5, 0))
user.visible_message(SPAN_DANGER("[user] gives [GM.name] a swirlie!"), SPAN_NOTICE("You give [GM.name] a swirlie!"), "You hear a toilet flushing.")
if(!GM.internal)
GM.adjustOxyLoss(5)
SSfeedback.IncrementSimpleStat("swirlies")
swirlie = null
else
user.visible_message(SPAN_DANGER("[user] slams [GM.name] into the [src]!"), SPAN_NOTICE("You slam [GM.name] into the [src]!"))
GM.adjustBruteLoss(8)
else
to_chat(user, SPAN_NOTICE("You need a tighter grip."))
if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET.
if(I.w_class > 3)
to_chat(user, SPAN_NOTICE("\The [I] does not fit."))
return
if(w_items + I.w_class > 5)
to_chat(user, SPAN_NOTICE("The cistern is full."))
return
user.drop_from_inventory(I,src)
w_items += I.w_class
to_chat(user, "You carefully place \the [I] into the cistern.")
return
/obj/structure/toilet/noose
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one's cistern seems remarkably scratched."
/obj/structure/toilet/noose/Initialize()
. = ..()
new /obj/item/stack/cable_coil(src)
if(prob(5))
cistern = 1
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
density = 0
anchored = 1
/obj/structure/urinal/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/grab))
var/obj/item/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, SPAN_NOTICE("[GM.name] needs to be on the urinal."))
return
user.visible_message(SPAN_DANGER("[user] slams [GM.name] into the [src]!"), SPAN_NOTICE("You slam [GM.name] into the [src]!"))
GM.apply_damage(8, def_zone = BP_HEAD, used_weapon = "blunt force")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN * 1.5)
else
to_chat(user, SPAN_NOTICE("You need a tighter grip."))
/obj/machinery/shower
name = "shower"
desc = "The HS-451. Installed in the 2450s by the Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = 0
anchored = 1
use_power = POWER_USE_OFF
var/spray_amount = 20
var/on = 0
var/obj/effect/mist/mymist = null
var/ismist = 0 //needs a var so we can make it linger~
var/watertemp = "normal" //freezing, normal, or boiling
var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
var/is_washing = 0
var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
var/datum/looping_sound/showering/soundloop
/obj/machinery/shower/Initialize()
. = ..()
create_reagents(2)
soundloop = new(list(src), FALSE)
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
return ..()
//add heat controls? when emagged, you can freeze to death in it?
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = MOB_LAYER + 1
anchored = 1
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/machinery/shower/attack_hand(mob/M as mob)
on = !on
update_icon()
if(on)
if (M.loc == loc)
wash(M)
process_heat(M)
for (var/atom/movable/G in src.loc)
G.clean_blood()
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
if(I.type == /obj/item/device/analyzer)
to_chat(user, SPAN_NOTICE("The water temperature seems to be [watertemp]."))
if(I.iswrench())
var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
to_chat(user, SPAN_NOTICE("You begin to adjust the temperature valve with \the [I]."))
if(I.use_tool(src, user, 50, volume = 50))
watertemp = newtemp
user.visible_message(SPAN_NOTICE("[user] adjusts the shower with \the [I]."), SPAN_NOTICE("You adjust the shower with \the [I]."))
add_fingerprint(user)
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
cut_overlays() //once it's been on for a while, in addition to handling the water overlay.
if(mymist)
qdel(mymist)
if(on)
soundloop.start(src)
add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
if(temperature_settings[watertemp] < T20C)
return //no mist for cold water
if(!ismist)
spawn(50)
if(src && on)
ismist = 1
mymist = new /obj/effect/mist(loc)
else //??? what the fuck is this
ismist = 1
mymist = new /obj/effect/mist(loc)
else
soundloop.stop(src)
if(ismist)
ismist = 1
mymist = new /obj/effect/mist(loc)
addtimer(CALLBACK(src, PROC_REF(clear_mist)), 250, TIMER_OVERRIDE|TIMER_UNIQUE)
/obj/machinery/shower/proc/clear_mist()
if (!on)
QDEL_NULL(mymist)
ismist = FALSE
/obj/machinery/shower/Crossed(atom/movable/O)
..()
wash(O)
if(ismob(O))
mobpresent += 1
process_heat(O)
/obj/machinery/shower/Uncrossed(atom/movable/O)
if(ismob(O))
mobpresent -= 1
..()
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/wash(atom/movable/O)
if(!on)
return
var/obj/effect/effect/water/W = new(O)
W.create_reagents(spray_amount)
W.reagents.add_reagent(/singleton/reagent/water, spray_amount)
W.set_up(O, spray_amount)
if(iscarbon(O))
var/update_icons_required = FALSE
var/mob/living/carbon/M = O
if(M.r_hand)
M.r_hand.clean_blood()
if(M.l_hand)
M.l_hand.clean_blood()
if(M.back)
if(M.back.clean_blood())
M.update_inv_back(0)
//flush away reagents on the skin
if(M.touching)
var/remove_amount = M.touching.maximum_volume * M.reagent_permeability() //take off your suit first
M.touching.remove_any(remove_amount)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/washgloves = TRUE
var/washshoes = TRUE
var/washmask = TRUE
var/washears = TRUE
var/washglasses = TRUE
var/washwrists = TRUE
if(H.wear_suit)
washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
washwrists = !(H.wear_suit.flags_inv & HIDEWRISTS)
if(H.head)
washmask = !(H.head.flags_inv & HIDEMASK)
washglasses = !(H.head.flags_inv & HIDEEYES)
washears = !(H.head.flags_inv & HIDEEARS)
if(H.wear_mask)
if (washears)
washears = !(H.wear_mask.flags_inv & HIDEEARS)
if (washglasses)
washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
if(H.head)
if(H.head.clean_blood())
H.update_inv_head(0)
update_icons_required = TRUE
if(H.wear_suit)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0)
update_icons_required = TRUE
else if(H.w_uniform)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0)
update_icons_required = TRUE
if(H.gloves && washgloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0)
update_icons_required = TRUE
if(H.shoes && washshoes)
if(H.shoes.clean_blood())
H.update_inv_shoes(0)
update_icons_required = TRUE
if(H.wear_mask && washmask)
if(H.wear_mask.clean_blood())
H.update_inv_wear_mask(0)
update_icons_required = TRUE
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
update_icons_required = TRUE
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_l_ear(0)
update_icons_required = TRUE
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_r_ear(0)
update_icons_required = TRUE
if(H.belt)
if(H.belt.clean_blood())
H.update_inv_belt(0)
update_icons_required = TRUE
if(H.wrists && washwrists)
if(H.wrists.clean_blood())
H.update_inv_wrists(0)
update_icons_required = TRUE
H.clean_blood(washshoes)
else
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
update_icons_required = TRUE
M.clean_blood()
if (update_icons_required)
M.update_icon()
else
O.clean_blood()
if(istype(O, /obj/item/light))
var/obj/item/light/L = O
L.brightness_color = initial(L.brightness_color)
L.update()
else if(istype(O, /obj/machinery/light))
var/obj/machinery/light/L = O
L.brightness_color = initial(L.brightness_color)
L.update()
O.color = initial(O.color)
if(isturf(loc))
var/turf/tile = loc
loc.clean_blood()
for(var/obj/effect/E in tile)
if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
qdel(E)
/obj/machinery/shower/process()
if(!on)
return
wash_floor()
if(!mobpresent)
return
for(var/mob/living/L in loc)
wash(L) // Why was it not here before?
process_heat(L)
/obj/machinery/shower/proc/wash_floor()
if(!ismist && is_washing)
return
is_washing = 1
var/turf/T = get_turf(src)
reagents.add_reagent(/singleton/reagent/water, 2)
T.clean(src)
spawn(100)
is_washing = 0
/obj/machinery/shower/proc/process_heat(mob/living/M)
if(!on || !istype(M))
return
var/temperature = temperature_settings[watertemp]
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
M.bodytemperature += temp_adj
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(temperature >= H.species.heat_level_1)
to_chat(H, SPAN_DANGER("The water is searing hot!"))
else if(temperature <= H.species.cold_level_1)
to_chat(H, SPAN_WARNING("The water is freezing cold!"))
/obj/item/bikehorn/rubberducky
name = "rubber ducky"
desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
icon = 'icons/obj/watercloset.dmi'
icon_state = "rubberducky"
item_state = "rubberducky"
/obj/structure/sink
name = "sink"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face."
desc_info = "You can right-click this and change the amount transferred per use."
anchored = 1
var/busy = 0 //Something's being washed at the moment
var/amount_per_transfer_from_this = 300
var/possible_transfer_amounts = list(5,10,15,25,30,50,60,100,120,250,300)
/obj/structure/sink/verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in view(1)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
/obj/structure/sink/attack_hand(mob/user as mob)
if (ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND]
if (user.hand)
temp = H.organs_by_name[BP_L_HAND]
if(temp && !temp.is_usable())
to_chat(user, SPAN_NOTICE("You try to move your [temp.name], but cannot!"))
return
if(isrobot(user) || isAI(user))
return
if(!Adjacent(user))
return
if(busy)
to_chat(user, SPAN_WARNING("Someone's already washing here."))
return
to_chat(usr, SPAN_NOTICE("You start washing your hands."))
playsound(loc, 'sound/effects/sink_long.ogg', 75, 1)
busy = 1
if(!do_after(user, 40, src))
busy = 0
return TRUE
busy = 0
if(!Adjacent(user))
return //Person has moved away from the sink
user.clean_blood()
user.visible_message( \
SPAN_NOTICE("[user] washes their hands using \the [src]."), \
SPAN_NOTICE("You wash your hands using \the [src]."))
/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
if(busy)
to_chat(user, SPAN_WARNING("Someone's already washing here."))
return
// Filling/emptying open reagent containers
var/obj/item/reagent_containers/RG = O
if (istype(RG) && RG.is_open_container())
var/atype = alert(usr, "Do you want to fill or empty \the [RG] at \the [src]?", "Fill or Empty", "Fill", "Empty", "Cancel")
if(!usr.Adjacent(src)) return
if(RG.loc != usr && !isrobot(user)) return
if(busy)
to_chat(usr, SPAN_WARNING("Someone's already using \the [src]."))
return
switch(atype)
if ("Fill")
if(RG.reagents.total_volume >= RG.volume)
to_chat(usr, SPAN_WARNING("\The [RG] is already full."))
return
RG.reagents.add_reagent(/singleton/reagent/water, min(RG.volume - RG.reagents.total_volume, amount_per_transfer_from_this))
user.visible_message("<b>[user]</b> fills \a [RG] using \the [src].",
SPAN_NOTICE("You fill \a [RG] using \the [src]."))
playsound(loc, 'sound/effects/sink.ogg', 75, 1)
if ("Empty")
if(!RG.reagents.total_volume)
to_chat(usr, SPAN_WARNING("\The [RG] is already empty."))
return
var/empty_amount = RG.reagents.trans_to(src, RG.amount_per_transfer_from_this)
var/max_reagents = RG.reagents.maximum_volume
user.visible_message("<b>[user]</b> empties [empty_amount == max_reagents ? "all of \the [RG]" : "some of \the [RG]"] into \a [src].")
playsound(src.loc, /singleton/sound_category/generic_pour_sound, 10, 1)
return
// Filling/empying Syringes
else if (istype(O, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = O
switch(S.mode)
if(0) // draw
if(S.reagents.total_volume >= S.volume)
to_chat(usr, SPAN_WARNING("\The [S] is already full."))
return
var/trans = min(S.volume - S.reagents.total_volume, S.amount_per_transfer_from_this)
S.reagents.add_reagent(/singleton/reagent/water, trans)
user.visible_message(SPAN_NOTICE("[usr] uses \the [S] to draw water from \the [src]."),
SPAN_NOTICE("You draw [trans] units of water from \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
if(1) // inject
if(!S.reagents.total_volume)
to_chat(usr, SPAN_WARNING("\The [S] is already empty."))
return
var/trans = min(S.amount_per_transfer_from_this, S.reagents.total_volume)
S.reagents.remove_any(trans)
user.visible_message(SPAN_NOTICE("[usr] empties \the [S] into \the [src]."),
SPAN_NOTICE("You empty [trans] units of water into \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
return
else if (istype(O, /obj/item/melee/baton))
var/obj/item/melee/baton/B = O
if(B.bcell)
if(B.bcell.charge > 0 && B.status == 1)
flick("baton_active", src)
user.Stun(10)
user.stuttering = 10
user.Weaken(10)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
B.deductcharge(B.hitcost)
user.visible_message(SPAN_DANGER("[user] was stunned by \the [O]!"))
return 1
// Short of a rewrite, this is necessary to stop monkeycubes being washed.
else if(istype(O, /obj/item/reagent_containers/food/snacks/monkeycube))
return
else if(istype(O, /obj/item/mop))
O.reagents.add_reagent(/singleton/reagent/water, 5)
to_chat(user, SPAN_NOTICE("You wet \the [O] in \the [src]."))
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
else if(istype(O, /obj/item/reagent_containers/bowl))
var/obj/item/reagent_containers/bowl/B = O
if(B.grease)
B.grease = FALSE
B.update_icon()
var/turf/location = user.loc
if(!isturf(location)) return
var/obj/item/I = O
if(!I || !istype(I,/obj/item)) return
to_chat(usr, SPAN_NOTICE("You start washing \the [I]."))
playsound(loc, 'sound/effects/sink_long.ogg', 75, 1)
busy = 1
if(!do_after(user, 40, src))
busy = 0
return TRUE
busy = 0
if(user.loc != location) return //User has moved
if(!I) return //Item's been destroyed while washing
if(user.get_active_hand() != I) return //Person has switched hands or the item in their hands
I.clean_blood()
user.visible_message( \
SPAN_NOTICE("[user] washes \a [I] using \the [src]."), \
SPAN_NOTICE("You wash \a [I] using \the [src]."))
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
/obj/structure/sink/puddle //splishy splashy ^_^
name = "puddle"
icon_state = "puddle"
desc = "A small pool of some liquid, ostensibly water."
/obj/structure/sink/puddle/attack_hand(mob/M as mob)
icon_state = "puddle-splash"
..()
icon_state = "puddle"
/obj/structure/sink/puddle/attackby(obj/item/O as obj, mob/user as mob)
icon_state = "puddle-splash"
..()
icon_state = "puddle"