mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-11 17:35:05 +00:00
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
596 lines
18 KiB
Plaintext
596 lines
18 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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..()
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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 == 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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to_chat(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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to_chat(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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to_chat(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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to_chat(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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to_chat(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 != INTENT_HARM)
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='warning'>[I] does not fit!</span>")
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return
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if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
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to_chat(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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to_chat(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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to_chat(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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to_chat(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. Comes complete with experimental urinal cake."
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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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var/exposed = 0 // can you currently put an item inside
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var/obj/item/hiddenitem = null // what's in the urinal
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/obj/structure/urinal/New()
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..()
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hiddenitem = new /obj/item/weapon/reagent_containers/food/urinalcake
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/obj/structure/urinal/attack_hand(mob/user)
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if(user.pulling && user.a_intent == 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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to_chat(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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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(exposed)
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if(!hiddenitem)
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to_chat(user, "<span class='notice'>There is nothing in the drain holder.</span>")
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else
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if(ishuman(user))
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user.put_in_hands(hiddenitem)
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else
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hiddenitem.forceMove(get_turf(src))
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to_chat(user, "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
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hiddenitem = null
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else
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..()
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/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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to_chat(user, "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(do_after(user, 20*I.toolspeed, target = src))
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user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>", "<span class='italics'>You hear metal and squishing noises.</span>")
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exposed = !exposed
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else if(exposed)
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if (hiddenitem)
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to_chat(user, "<span class='warning'>There is already something in the drain enclosure.</span>")
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return
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if(I.w_class > 1)
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to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
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return
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
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return
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I.forceMove(src)
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hiddenitem = I
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to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
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/obj/item/weapon/reagent_containers/food/urinalcake
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name = "urinal cake"
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desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
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icon = 'icons/obj/items.dmi'
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icon_state = "urinalcake"
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w_class = WEIGHT_CLASS_TINY
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list_reagents = list("chlorine" = 3, "ammonia" = 1)
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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(isopenturf(loc))
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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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to_chat(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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to_chat(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(mutable_appearance('icons/obj/watercloset.dmi', "water", MOB_LAYER + 1))
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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.acid_level = 0
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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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for(var/obj/item/I in M.held_items)
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I.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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H.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/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/metal (loc, 3)
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qdel(src)
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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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to_chat(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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to_chat(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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var/dispensedreagent = "water" // for whenever plumbing happens
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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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to_chat(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] starts washing their [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
|
busy = 1
|
|
|
|
if(!do_after(user, 40, target = src))
|
|
busy = 0
|
|
return
|
|
|
|
busy = 0
|
|
|
|
user.visible_message("<span class='notice'>[user] washes their [washing_face ? "face" : "hands"] using [src].</span>", \
|
|
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
|
|
if(washing_face)
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
H.lip_style = null //Washes off lipstick
|
|
H.lip_color = initial(H.lip_color)
|
|
H.wash_cream()
|
|
H.regenerate_icons()
|
|
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
|
|
else
|
|
user.clean_blood()
|
|
|
|
|
|
/obj/structure/sink/attackby(obj/item/O, mob/user, params)
|
|
if(busy)
|
|
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
|
|
return
|
|
|
|
if(istype(O, /obj/item/weapon/reagent_containers))
|
|
var/obj/item/weapon/reagent_containers/RG = O
|
|
if(RG.container_type & OPENCONTAINER)
|
|
if(!RG.reagents.holder_full())
|
|
RG.reagents.add_reagent("[dispensedreagent]", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
|
|
to_chat(user, "<span class='notice'>You fill [RG] from [src].</span>")
|
|
return TRUE
|
|
to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
|
|
return FALSE
|
|
|
|
if(istype(O, /obj/item/weapon/melee/baton))
|
|
var/obj/item/weapon/melee/baton/B = O
|
|
if(B.bcell)
|
|
if(B.bcell.charge > 0 && B.status == 1)
|
|
flick("baton_active", src)
|
|
var/stunforce = B.stunforce
|
|
user.Stun(stunforce)
|
|
user.Weaken(stunforce)
|
|
user.stuttering = stunforce
|
|
B.deductcharge(B.hitcost)
|
|
user.visible_message("<span class='warning'>[user] shocks themself while attempting to wash the active [B.name]!</span>", \
|
|
"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
|
|
playsound(src, "sparks", 50, 1)
|
|
return
|
|
|
|
if(istype(O, /obj/item/weapon/mop))
|
|
O.reagents.add_reagent("[dispensedreagent]", 5)
|
|
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
|
|
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
|
|
return
|
|
|
|
if(istype(O, /obj/item/stack/medical/gauze))
|
|
var/obj/item/stack/medical/gauze/G = O
|
|
new /obj/item/weapon/reagent_containers/glass/rag(src.loc)
|
|
to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
|
|
G.use(1)
|
|
return
|
|
|
|
if(!istype(O))
|
|
return
|
|
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.
|
|
return
|
|
|
|
if(user.a_intent != INTENT_HARM)
|
|
to_chat(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()
|
|
O.acid_level = 0
|
|
create_reagents(5)
|
|
reagents.add_reagent("[dispensedreagent]", 5)
|
|
reagents.reaction(O, TOUCH)
|
|
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/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/metal (loc, 3)
|
|
qdel(src)
|
|
|
|
|
|
|
|
/obj/structure/sink/kitchen
|
|
name = "kitchen sink"
|
|
icon_state = "sink_alt"
|
|
|
|
|
|
/obj/structure/sink/puddle //splishy splashy ^_^
|
|
name = "puddle"
|
|
desc = "A puddle used for washing one's hands and face."
|
|
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"
|
|
|
|
|
|
//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 = "open"
|
|
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 = WALL_OBJ_LAYER
|
|
anchored = 1
|
|
opacity = 0
|
|
density = 0
|
|
var/open = TRUE
|
|
|
|
/obj/structure/curtain/proc/toggle()
|
|
open = !open
|
|
update_icon()
|
|
|
|
/obj/structure/curtain/update_icon()
|
|
if(!open)
|
|
icon_state = "closed"
|
|
layer = WALL_OBJ_LAYER
|
|
density = 1
|
|
open = FALSE
|
|
|
|
else
|
|
icon_state = "open"
|
|
layer = SIGN_LAYER
|
|
density = 0
|
|
open = TRUE
|
|
|
|
/obj/structure/curtain/attack_hand(mob/user)
|
|
playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
|
|
toggle()
|
|
..()
|
|
|
|
/obj/structure/curtain/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/cloth (loc, 3)
|
|
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, 1)
|
|
else
|
|
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 80, 1)
|