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* Changes how weather sends sound to players, reduces sound loop overtime (#59284) * Converts looping sounds from a list of play locations to just the one * Updates all uses of looping sounds to match the new arg * Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound * Some structrual stuff to make everything else smoother Timers now properly return the time left for client based timers Weather sends global signals when it starts/stops Looping sounds now use their timerid var for all their sound related timers, not just the main loop * This is the painful part Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new sound loops. We do some extra work to prevent stacking sound loops. Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level. It's removed on logout. Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified in a manner that doesn't break the reference in ash_storm (This is what I hate) * Hooks ash storm listener into cliented mobs and possessed objects * Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues * Applies kyler's review banging Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Cleans up some var names, reduces the amount of looping we do in some areas * Makes the code compile, redoes the movement listener to be more general * fuck * We don't need to detach on del if we're just removing signals on detach * Should? work * if(direct) memes Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Changes how weather sends sound to players, reduces sound loop overtime Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
231 lines
7.8 KiB
Plaintext
231 lines
7.8 KiB
Plaintext
#define SHOWER_FREEZING "freezing"
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#define SHOWER_FREEZING_TEMP 100
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#define SHOWER_NORMAL "normal"
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#define SHOWER_NORMAL_TEMP 300
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#define SHOWER_BOILING "boiling"
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#define SHOWER_BOILING_TEMP 400
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/// The volume of it's internal reagents the shower applies to everything it sprays.
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#define SHOWER_SPRAY_VOLUME 5
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/// How much the volume of the shower's spay reagents are amplified by when it sprays something.
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#define SHOWER_EXPOSURE_MULTIPLIER 2 // Showers effectively double exposed reagents
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-452. Installed in the 2550s by the Nanotrasen Hygiene Division, now with 2560 lead compliance! Passively replenishes itself with water when not in use."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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density = FALSE
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use_power = NO_POWER_USE
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///Is the shower on or off?
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var/on = FALSE
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///What temperature the shower reagents are set to.
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var/current_temperature = SHOWER_NORMAL
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///What sound will be played on loop when the shower is on and pouring water.
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var/datum/looping_sound/showering/soundloop
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///What reagent should the shower be filled with when initially built.
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var/reagent_id = /datum/reagent/water
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///How much reagent capacity should the shower begin with when built.
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var/reagent_capacity = 200
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///How many units the shower refills every second.
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var/refill_rate = 0.5
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/// Whether or not the shower's water reclaimer is operating.
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var/can_refill = TRUE
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/// Whether to allow players to toggle the water reclaimer.
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var/can_toggle_refill = TRUE
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/obj/machinery/shower/Initialize()
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. = ..()
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create_reagents(reagent_capacity)
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reagents.add_reagent(reagent_id, reagent_capacity)
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soundloop = new(src, FALSE)
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AddComponent(/datum/component/plumbing/simple_demand)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/machinery/shower/examine(mob/user)
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. = ..()
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. += span_notice("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.")
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/obj/machinery/shower/Destroy()
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QDEL_NULL(soundloop)
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QDEL_NULL(reagents)
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return ..()
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/obj/machinery/shower/interact(mob/M)
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if(reagents.total_volume < 5)
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to_chat(M,span_notice("\The [src] is dry."))
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return FALSE
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on = !on
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update_appearance()
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handle_mist()
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add_fingerprint(M)
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if(on)
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START_PROCESSING(SSmachines, src)
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process(SSMACHINES_DT)
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soundloop.start()
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else
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soundloop.stop()
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if(isopenturf(loc))
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var/turf/open/tile = loc
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tile.MakeSlippery(TURF_WET_WATER, min_wet_time = 5 SECONDS, wet_time_to_add = 1 SECONDS)
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/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_ANALYZER)
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to_chat(user, span_notice("The water temperature seems to be [current_temperature]."))
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else
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return ..()
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/obj/machinery/shower/multitool_act(mob/living/user, obj/item/I)
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. = ..()
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if(. || !can_toggle_refill)
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return
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can_refill = !can_refill
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to_chat(user, "<span class=notice>You [can_refill ? "en" : "dis"]able the shower's water recycler.</span>")
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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return TRUE
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/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
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..()
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to_chat(user, span_notice("You begin to adjust the temperature valve with \the [I]..."))
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if(I.use_tool(src, user, 50))
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switch(current_temperature)
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if(SHOWER_NORMAL)
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current_temperature = SHOWER_FREEZING
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if(SHOWER_FREEZING)
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current_temperature = SHOWER_BOILING
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if(SHOWER_BOILING)
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current_temperature = SHOWER_NORMAL
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user.visible_message(span_notice("[user] adjusts the shower with \the [I]."), span_notice("You adjust the shower with \the [I] to [current_temperature] temperature."))
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user.log_message("has wrenched a shower at [AREACOORD(src)] to [current_temperature].", LOG_ATTACK)
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add_hiddenprint(user)
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handle_mist()
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return TRUE
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/obj/machinery/shower/update_overlays()
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. = ..()
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if(!on)
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return
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var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)
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water_falling.color = mix_color_from_reagents(reagents.reagent_list)
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. += water_falling
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/obj/machinery/shower/proc/handle_mist()
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// If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds
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// If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS)
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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addtimer(CALLBACK(src, .proc/clear_mist), 25 SECONDS)
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/obj/machinery/shower/proc/make_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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var/obj/effect/mist/new_mist = new /obj/effect/mist(loc)
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new_mist.color = mix_color_from_reagents(reagents.reagent_list)
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/obj/machinery/shower/proc/clear_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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qdel(mist)
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/obj/machinery/shower/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(on && reagents.total_volume)
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wash_atom(AM)
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/obj/machinery/shower/proc/wash_atom(atom/target)
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target.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
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target.wash(CLEAN_WASH)
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
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reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
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if(isliving(target))
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check_heat(target)
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/obj/machinery/shower/process(delta_time)
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if(on && reagents.total_volume)
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wash_atom(loc)
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for(var/am in loc)
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var/atom/movable/movable_content = am
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if(!ismopable(movable_content)) // Mopables will be cleaned anyways by the turf wash above
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wash_atom(movable_content) // Reagent exposure is handled in wash_atom
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reagents.remove_any(SHOWER_SPRAY_VOLUME)
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return
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on = FALSE
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soundloop.stop()
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handle_mist()
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if(can_refill)
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reagents.add_reagent(reagent_id, refill_rate * delta_time)
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update_appearance()
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if(reagents.total_volume == reagents.maximum_volume)
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return PROCESS_KILL
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/obj/machinery/shower/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(drop_location(), 3)
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qdel(src)
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/obj/machinery/shower/proc/check_heat(mob/living/L)
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var/mob/living/carbon/C = L
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if(current_temperature == SHOWER_FREEZING)
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if(iscarbon(L))
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C.adjust_bodytemperature(-80, 80)
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to_chat(L, span_warning("[src] is freezing!"))
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else if(current_temperature == SHOWER_BOILING)
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if(iscarbon(L))
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C.adjust_bodytemperature(35, 0, 500)
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L.adjustFireLoss(5)
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to_chat(L, span_danger("[src] is searing!"))
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/obj/structure/showerframe
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name = "shower frame"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower_frame"
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desc = "A shower frame, that needs a water recycler to finish construction."
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anchored = FALSE
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/obj/structure/showerframe/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/stock_parts/water_recycler))
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qdel(I)
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var/obj/machinery/shower/new_shower = new /obj/machinery/shower(loc)
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new_shower.setDir(dir)
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qdel(src)
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return
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return ..()
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/obj/structure/showerframe/Initialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
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/obj/structure/showerframe/proc/can_be_rotated(mob/user, rotation_type)
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if(anchored)
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to_chat(user, span_warning("It is fastened to the floor!"))
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return !anchored
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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 = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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#undef SHOWER_SPRAY_VOLUME
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#undef SHOWER_EXPOSURE_MULTIPLIER
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#undef SHOWER_BOILING_TEMP
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#undef SHOWER_BOILING
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#undef SHOWER_NORMAL_TEMP
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#undef SHOWER_NORMAL
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#undef SHOWER_FREEZING_TEMP
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#undef SHOWER_FREEZING
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