/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 = FALSE anchored = TRUE var/open = FALSE //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 var/buildstacktype = /obj/item/stack/sheet/iron //they're iron now, shut up var/buildstackamount = 1 /obj/structure/toilet/Initialize() . = ..() open = round(rand(0, 1)) update_appearance() /obj/structure/toilet/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(swirlie) user.changeNext_move(CLICK_CD_MELEE) playsound(src.loc, "swing_hit", 25, TRUE) swirlie.visible_message("[user] slams the toilet seat onto [swirlie]'s head!", "[user] slams the toilet seat onto your head!", "You hear reverberating porcelain.") log_combat(user, swirlie, "swirlied (brute)") swirlie.adjustBruteLoss(5) else if(user.pulling && isliving(user.pulling)) user.changeNext_move(CLICK_CD_MELEE) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, "[GM] needs to be on [src]!") return if(!swirlie) if(open) GM.visible_message("[user] starts to give [GM] a swirlie!", "[user] starts to give you a swirlie...") swirlie = GM var/was_alive = (swirlie.stat != DEAD) if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM)) GM.visible_message("[user] gives [GM] a swirlie!", "[user] gives you a swirlie!", "You hear a toilet flushing.") if(iscarbon(GM)) var/mob/living/carbon/C = GM if(!C.internal) log_combat(user, C, "swirlied (oxy)") C.adjustOxyLoss(5) else log_combat(user, GM, "swirlied (oxy)") GM.adjustOxyLoss(5) if(was_alive && swirlie.stat == DEAD && swirlie.client) swirlie.client.give_award(/datum/award/achievement/misc/swirlie, swirlie) // just like space high school all over again! swirlie = null else playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE) GM.visible_message("[user] slams [GM.name] into [src]!", "[user] slams you into [src]!") log_combat(user, GM, "toilet slammed") GM.adjustBruteLoss(5) else to_chat(user, "You need a tighter grip!") else if(cistern && !open && user.CanReach(src)) if(!contents.len) to_chat(user, "The cistern is empty.") else var/obj/item/I = pick(contents) if(ishuman(user)) user.put_in_hands(I) else I.forceMove(drop_location()) to_chat(user, "You find [I] in the cistern.") w_items -= I.w_class else open = !open update_appearance() /obj/structure/toilet/update_icon_state() icon_state = "toilet[open][cistern]" return ..() /obj/structure/toilet/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) if(buildstacktype) new buildstacktype(loc,buildstackamount) else for(var/i in custom_materials) var/datum/material/M = i new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) ..() /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) add_fingerprint(user) if(I.tool_behaviour == TOOL_CROWBAR) to_chat(user, "You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...") playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) if(I.use_tool(src, user, 30)) user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!", "You hear grinding porcelain.") cistern = !cistern update_appearance() else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1)) I.play_tool_sound(src) deconstruct() else if(cistern && !user.combat_mode) if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, "[I] does not fit!") return if(w_items + I.w_class > WEIGHT_CLASS_HUGE) to_chat(user, "The cistern is full!") return if(!user.transferItemToLoc(I, src)) to_chat(user, "\The [I] is stuck to your hand, you cannot put it in the cistern!") return w_items += I.w_class to_chat(user, "You carefully place [I] into the cistern.") else if(istype(I, /obj/item/reagent_containers) && !user.combat_mode) if (!open) return if(istype(I, /obj/item/food/monkeycube)) var/obj/item/food/monkeycube/cube = I cube.Expand() return var/obj/item/reagent_containers/RG = I RG.reagents.add_reagent(/datum/reagent/water, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) to_chat(user, "You fill [RG] from [src]. Gross.") . = ..() /obj/structure/toilet/secret var/obj/item/secret var/secret_type = null /obj/structure/toilet/secret/Initialize(mapload) . = ..() if (secret_type) secret = new secret_type(src) secret.desc += " It's a secret!" w_items += secret.w_class contents += secret /obj/structure/toilet/greyscale material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS buildstacktype = null /obj/structure/urinal name = "urinal" desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake." icon = 'icons/obj/watercloset.dmi' icon_state = "urinal" density = FALSE anchored = TRUE var/exposed = 0 // can you currently put an item inside var/obj/item/hiddenitem = null // what's in the urinal /obj/structure/urinal/Initialize() . = ..() hiddenitem = new /obj/item/food/urinalcake /obj/structure/urinal/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(user.pulling && isliving(user.pulling)) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, "[GM.name] needs to be on [src].") return user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] slams [GM] into [src]!", "You slam [GM] into [src]!") GM.adjustBruteLoss(8) else to_chat(user, "You need a tighter grip!") else if(exposed) if(!hiddenitem) to_chat(user, "There is nothing in the drain holder!") else if(ishuman(user)) user.put_in_hands(hiddenitem) else hiddenitem.forceMove(get_turf(src)) to_chat(user, "You fish [hiddenitem] out of the drain enclosure.") hiddenitem = null else ..() /obj/structure/urinal/attackby(obj/item/I, mob/living/user, params) if(exposed) if (hiddenitem) to_chat(user, "There is already something in the drain enclosure!") return if(I.w_class > 1) to_chat(user, "[I] is too large for the drain enclosure.") return if(!user.transferItemToLoc(I, src)) to_chat(user, "\[I] is stuck to your hand, you cannot put it in the drain enclosure!") return hiddenitem = I to_chat(user, "You place [I] into the drain enclosure.") else return ..() /obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I) if(..()) return TRUE to_chat(user, "You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...") playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) if(I.use_tool(src, user, 20)) user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!", "You hear metal and squishing noises.") exposed = !exposed return TRUE /obj/item/food/urinalcake name = "urinal cake" desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "urinalcake" w_class = WEIGHT_CLASS_TINY food_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1) foodtypes = TOXIC | GROSS /obj/item/food/urinalcake/attack_self(mob/living/user) user.visible_message("[user] squishes [src]!", "You squish [src].", "You hear a squish.") icon_state = "urinalcake_squish" addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8) /obj/item/bikehorn/rubberducky/plasticducky name = "plastic ducky" desc = "It's a cheap plastic knockoff of a loveable bathtime toy." custom_materials = list(/datum/material/plastic = 1000) /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" inhand_icon_state = "rubberducky" worn_icon_state = "duck" /obj/structure/sink name = "sink" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face. Passively reclaims water over time." anchored = TRUE ///Something's being washed at the moment var/busy = FALSE ///What kind of reagent is produced by this sink by default? (We now have actual plumbing, Arcane, August 2020) var/dispensedreagent = /datum/reagent/water ///Material to drop when broken or deconstructed. var/buildstacktype = /obj/item/stack/sheet/iron ///Number of sheets of material to drop when broken or deconstructed. var/buildstackamount = 1 ///Does the sink have a water recycler to recollect it's water supply? var/has_water_reclaimer = TRUE ///Has the water reclamation begun? var/reclaiming = FALSE ///Units of water to reclaim per second var/reclaim_rate = 0.5 /obj/structure/sink/Initialize(mapload, bolt) . = ..() if(has_water_reclaimer) create_reagents(100, NO_REACT) reagents.add_reagent(dispensedreagent, 100) AddComponent(/datum/component/plumbing/simple_demand, bolt) /obj/structure/sink/examine(mob/user) . = ..() . += "[reagents.total_volume]/[reagents.maximum_volume] liquids remaining." /obj/structure/sink/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(!user || !istype(user)) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(reagents.total_volume < 5) to_chat(user, "The sink has no more contents left!") return if(busy) to_chat(user, "Someone's already washing here!") return var/selected_area = parse_zone(user.zone_selected) var/washing_face = 0 if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)) washing_face = 1 user.visible_message("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...", \ "You start washing your [washing_face ? "face" : "hands"]...") busy = TRUE if(!do_after(user, 40, target = src)) busy = FALSE return busy = FALSE reagents.remove_any(5) reagents.expose(user, TOUCH, 5 / max(reagents.total_volume, 5)) begin_reclamation() if(washing_face) SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH) user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep else if(ishuman(user)) var/mob/living/carbon/human/human_user = user if(!human_user.wash_hands(CLEAN_WASH)) to_chat(user, "Your hands are covered by something!") return else user.wash(CLEAN_WASH) user.visible_message("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].", \ "You wash your [washing_face ? "face" : "hands"] using [src].") /obj/structure/sink/attackby(obj/item/O, mob/living/user, params) if(busy) to_chat(user, "Someone's already washing here!") return if(istype(O, /obj/item/reagent_containers)) var/obj/item/reagent_containers/RG = O if(reagents.total_volume <= 0) to_chat(user, "\The [src] is dry.") return FALSE if(RG.is_refillable()) if(!RG.reagents.holder_full()) reagents.trans_to(RG, RG.amount_per_transfer_from_this, transfered_by = user) begin_reclamation() to_chat(user, "You fill [RG] from [src].") return TRUE to_chat(user, "\The [RG] is full.") return FALSE if(istype(O, /obj/item/melee/baton)) var/obj/item/melee/baton/B = O if(B.cell && B.cell.charge && B.turned_on) flick("baton_active", src) user.Paralyze(B.stun_time) user.stuttering = B.stun_time/20 B.deductcharge(B.cell_hit_cost) user.visible_message("[user] shocks [user.p_them()]self while attempting to wash the active [B.name]!", \ "You unwisely attempt to wash [B] while it's still on.") playsound(src, B.stun_sound, 50, TRUE) return if(istype(O, /obj/item/mop)) if(reagents.total_volume <= 0) to_chat(user, "\The [src] is dry.") return FALSE reagents.trans_to(O, 5, transfered_by = user) begin_reclamation() to_chat(user, "You wet [O] in [src].") playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE) return if(O.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1)) O.play_tool_sound(src) deconstruct() return if(istype(O, /obj/item/stack/medical/gauze)) var/obj/item/stack/medical/gauze/G = O new /obj/item/reagent_containers/glass/rag(src.loc) to_chat(user, "You tear off a strip of gauze and make a rag.") G.use(1) return if(istype(O, /obj/item/stack/sheet/cloth)) var/obj/item/stack/sheet/cloth/cloth = O new /obj/item/reagent_containers/glass/rag(loc) to_chat(user, "You tear off a strip of cloth and make a rag.") cloth.use(1) return if(istype(O, /obj/item/stack/ore/glass)) new /obj/item/stack/sheet/sandblock(loc) to_chat(user, "You wet the sand in the sink and form it into a block.") O.use(1) return if(!istype(O)) return if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return if(!user.combat_mode) to_chat(user, "You start washing [O]...") busy = TRUE if(!do_after(user, 40, target = src)) busy = FALSE return 1 busy = FALSE O.wash(CLEAN_WASH) reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5)) user.visible_message("[user] washes [O] using [src].", \ "You wash [O] using [src].") return 1 else return ..() /obj/structure/sink/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) drop_materials() ..() /obj/structure/sink/process(delta_time) if(has_water_reclaimer && reagents.total_volume < reagents.maximum_volume) reagents.add_reagent(dispensedreagent, reclaim_rate * delta_time) else reclaiming = FALSE return PROCESS_KILL /obj/structure/sink/proc/drop_materials() if(buildstacktype) new buildstacktype(loc,buildstackamount) else for(var/i in custom_materials) var/datum/material/M = i new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) /obj/structure/sink/proc/begin_reclamation() if(!reclaiming) reclaiming = TRUE START_PROCESSING(SSfluids, src) /obj/structure/sink/kitchen name = "kitchen sink" icon_state = "sink_alt" /obj/structure/sink/greyscale icon_state = "sink_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS buildstacktype = null /obj/structure/sinkframe name = "sink frame" icon = 'icons/obj/watercloset.dmi' icon_state = "sink_frame" desc = "A sink frame, that needs a water recycler to finish construction." anchored = FALSE material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /obj/structure/sinkframe/ComponentInitialize() . = ..() AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated)) /obj/structure/sinkframe/proc/can_be_rotated(mob/user, rotation_type) if(anchored) to_chat(user, "It is fastened to the floor!") return !anchored /obj/structure/sinkframe/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/stock_parts/water_recycler)) qdel(I) var/obj/structure/sink/greyscale/new_sink = new /obj/structure/sink/greyscale(loc) new_sink.has_water_reclaimer = TRUE new_sink.set_custom_materials(custom_materials) new_sink.setDir(dir) qdel(src) return return ..() //Water source, use the type water_source for unlimited water sources like classic sinks. /obj/structure/water_source name = "Water Source" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face. This one seems to be infinite!" anchored = TRUE var/busy = FALSE //Something's being washed at the moment var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens /obj/structure/water_source/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(busy) to_chat(user, "Someone's already washing here!") return var/selected_area = parse_zone(user.zone_selected) var/washing_face = FALSE if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)) washing_face = TRUE user.visible_message("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...", \ "You start washing your [washing_face ? "face" : "hands"]...") busy = TRUE if(!do_after(user, 4 SECONDS, target = src)) busy = FALSE return busy = FALSE if(washing_face) SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH) user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep else if(ishuman(user)) var/mob/living/carbon/human/human_user = user if(!human_user.wash_hands(CLEAN_WASH)) to_chat(user, "Your hands are covered by something!") return else user.wash(CLEAN_WASH) user.visible_message("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].", \ "You wash your [washing_face ? "face" : "hands"] using [src].") /obj/structure/water_source/attackby(obj/item/O, mob/living/user, params) if(busy) to_chat(user, "Someone's already washing here!") return if(istype(O, /obj/item/reagent_containers)) var/obj/item/reagent_containers/container = O if(container.is_refillable()) if(!container.reagents.holder_full()) container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this)) to_chat(user, "You fill [container] from [src].") return TRUE to_chat(user, "\The [container] is full.") return FALSE if(istype(O, /obj/item/melee/baton)) var/obj/item/melee/baton/baton = O if(baton.cell && baton.cell.charge && baton.turned_on) flick("baton_active", src) user.Paralyze(baton.stun_time) user.stuttering = baton.stun_time * 0.05 baton.deductcharge(baton.cell_hit_cost) user.visible_message("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!", \ "You unwisely attempt to wash [baton] while it's still on.") playsound(src, baton.stun_sound, 50, TRUE) return if(istype(O, /obj/item/mop)) O.reagents.add_reagent(dispensedreagent, 5) to_chat(user, "You wet [O] in [src].") playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE) return if(istype(O, /obj/item/stack/medical/gauze)) var/obj/item/stack/medical/gauze/G = O new /obj/item/reagent_containers/glass/rag(loc) to_chat(user, "You tear off a strip of gauze and make a rag.") G.use(1) return if(istype(O, /obj/item/stack/sheet/cloth)) var/obj/item/stack/sheet/cloth/cloth = O new /obj/item/reagent_containers/glass/rag(loc) to_chat(user, "You tear off a strip of cloth and make a rag.") cloth.use(1) return if(istype(O, /obj/item/stack/ore/glass)) new /obj/item/stack/sheet/sandblock(loc) to_chat(user, "You wet the sand and form it into a block.") O.use(1) return if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return if(!user.combat_mode) to_chat(user, "You start washing [O]...") busy = TRUE if(!do_after(user, 4 SECONDS, target = src)) busy = FALSE return TRUE busy = FALSE O.wash(CLEAN_WASH) reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5)) user.visible_message("[user] washes [O] using [src].", \ "You wash [O] using [src].") return TRUE return ..() /obj/structure/water_source/puddle //splishy splashy ^_^ name = "puddle" desc = "A puddle used for washing one's hands and face." icon_state = "puddle" resistance_flags = UNACIDABLE //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/structure/water_source/puddle/attack_hand(mob/user, list/modifiers) icon_state = "puddle-splash" . = ..() icon_state = "puddle" /obj/structure/water_source/puddle/attackby(obj/item/O, mob/user, params) icon_state = "puddle-splash" . = ..() icon_state = "puddle" /obj/structure/water_source/puddle/deconstruct(disassembled = TRUE) qdel(src) //End legacy sink //Shower Curtains// //Defines used are pre-existing in layers.dm// /obj/structure/curtain name = "curtain" desc = "Contains less than 1% mercury." icon = 'icons/obj/watercloset.dmi' icon_state = "bathroom-open" var/icon_type = "bathroom"//used in making the icon state color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it. alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through layer = SIGN_LAYER anchored = TRUE opacity = FALSE density = FALSE var/open = TRUE /// if it can be seen through when closed var/opaque_closed = FALSE /obj/structure/curtain/proc/toggle() open = !open if(open) layer = SIGN_LAYER density = FALSE set_opacity(FALSE) else layer = WALL_OBJ_LAYER density = TRUE if(opaque_closed) set_opacity(TRUE) update_appearance() /obj/structure/curtain/update_icon_state() icon_state = "[icon_type]-[open ? "open" : "closed"]" return ..() /obj/structure/curtain/attackby(obj/item/W, mob/user) if (istype(W, /obj/item/toy/crayon)) color = input(user,"","Choose Color",color) as color else return ..() /obj/structure/curtain/wrench_act(mob/living/user, obj/item/I) ..() default_unfasten_wrench(user, I, 50) return TRUE /obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I) ..() if(anchored) return TRUE user.visible_message("[user] cuts apart [src].", "You start to cut apart [src].", "You hear cutting.") if(I.use_tool(src, user, 50, volume=100) && !anchored) to_chat(user, "You cut apart [src].") deconstruct() return TRUE /obj/structure/curtain/attack_hand(mob/user, list/modifiers) . = ..() if(.) return playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE) toggle() /obj/structure/curtain/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/cloth (loc, 2) new /obj/item/stack/sheet/plastic (loc, 2) new /obj/item/stack/rods (loc, 1) qdel(src) /obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE) else playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) playsound(loc, 'sound/items/welder.ogg', 80, TRUE) /obj/structure/curtain/bounty icon_type = "bounty" icon_state = "bounty-open" color = null alpha = 255 opaque_closed = TRUE /obj/structure/curtain/cloth color = null alpha = 255 opaque_closed = TRUE /obj/structure/curtain/cloth/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/cloth (loc, 4) new /obj/item/stack/rods (loc, 1) qdel(src) /obj/structure/curtain/cloth/fancy icon_type = "cur_fancy" icon_state = "cur_fancy-open" /obj/structure/curtain/cloth/fancy/mechanical var/id = null /obj/structure/curtain/cloth/fancy/mechanical/Destroy() GLOB.curtains -= src return ..() /obj/structure/curtain/cloth/fancy/mechanical/Initialize() . = ..() GLOB.curtains += src /obj/structure/curtain/cloth/fancy/mechanical/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock) id = "[port.id]_[id]" /obj/structure/curtain/cloth/fancy/mechanical/proc/open() icon_state = "[icon_type]-open" layer = SIGN_LAYER density = FALSE open = TRUE set_opacity(FALSE) /obj/structure/curtain/cloth/fancy/mechanical/proc/close() icon_state = "[icon_type]-closed" layer = WALL_OBJ_LAYER density = TRUE open = FALSE if(opaque_closed) set_opacity(TRUE) /obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers) return