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https://github.com/CHOMPStation2/CHOMPStation2.git
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[MIRROR] Make showers not process while inactive + a little QoL (#12335)
Co-authored-by: Reo Lozzot <84661000+ReoDaProtovali@users.noreply.github.com>
This commit is contained in:
co-authored by
Reo Lozzot
parent
bbc59ed9f8
commit
1df89708d3
@@ -1,5 +1,12 @@
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//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos
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#define SHOWER_FREEZING "freezing"
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#define SHOWER_TEMP_FREEZING T0C
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#define SHOWER_NORMAL "normal"
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#define SHOWER_TEMP_NORMAL 293
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#define SHOWER_BOILING "boiling"
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#define SHOWER_TEMP_BOILING T0C + 100
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/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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@@ -81,10 +88,10 @@
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to_chat(user, span_notice("You need a tighter grip."))
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if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET.
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if(I.w_class > 3)
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if(I.w_class > ITEMSIZE_NORMAL) //3
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to_chat(user, span_notice("\The [I] does not fit."))
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return
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if(w_items + I.w_class > 5)
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if(w_items + I.w_class > ITEMSIZE_HUGE) //5
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to_chat(user, span_notice("The cistern is full."))
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return
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user.drop_item()
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@@ -159,24 +166,167 @@
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anchored = TRUE
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use_power = USE_POWER_OFF
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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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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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var/current_temperature = SHOWER_NORMAL //SHOWER_FREEZING, SHOWER_NORMAL, or SHOWER_BOILING
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var/datum/looping_sound/showering/soundloop
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var/reagent_id = REAGENT_ID_WATER
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var/reaction_volume = 200
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/obj/machinery/shower/Initialize(mapload)
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create_reagents(50)
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. = ..()
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create_reagents(reaction_volume)
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reagents.add_reagent(reagent_id, reaction_volume)
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soundloop = new(list(src), FALSE)
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return ..()
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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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STOP_MACHINE_PROCESSING(src)
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return ..()
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//add heat controls? when emagged, you can freeze to death in it?
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/obj/machinery/shower/attack_hand(mob/M as mob)
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on = !on
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update_icon()
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handle_mist()
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add_fingerprint(M)
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if(on)
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START_MACHINE_PROCESSING(src)
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process()
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soundloop.start()
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else
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soundloop.stop()
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/analyzer)) //Lol? Why...
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to_chat(user, span_notice("The water temperature seems to be [current_temperature]."))
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/obj/machinery/shower/click_alt(mob/user)
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..()
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var/list/temperature_settings = list(SHOWER_NORMAL, SHOWER_BOILING, SHOWER_FREEZING)
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var/newtemp = tgui_input_list(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve", temperature_settings)
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to_chat(user, span_notice("You begin to adjust the temperature..."))
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if(do_after(user, 5 SECONDS, src))
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current_temperature = newtemp
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user.visible_message(span_notice("[user] adjusts the shower."), span_notice("You adjust the shower to [current_temperature] temperature."))
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add_fingerprint(user)
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handle_mist()
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/obj/machinery/shower/examine(mob/user)
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. = ..()
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. += span_notice("You can <b>alt-click</b> to change the temperature.")
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/obj/machinery/shower/update_icon()
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cut_overlays()
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if(on)
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if(reagent_id == REAGENT_ID_WATER)
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add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
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else
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var/mutable_appearance/colorful_shower = image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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colorful_shower.color = reagents.get_color() //Whatever the fuck happens to be spewing out of here.
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add_overlay(colorful_shower)
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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_REF(make_mist)), 5 SECONDS, TIMER_DELETE_ME)
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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addtimer(CALLBACK(src, PROC_REF(clear_mist)), 25 SECONDS, TIMER_DELETE_ME)
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/obj/machinery/shower/proc/make_mist()
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PRIVATE_PROC(TRUE)
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SHOULD_NOT_OVERRIDE(TRUE)
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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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new /obj/effect/mist(loc)
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/obj/machinery/shower/proc/clear_mist()
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PRIVATE_PROC(TRUE)
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SHOULD_NOT_OVERRIDE(TRUE)
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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/Crossed(atom/movable/AM)
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..()
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if(on)
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wash_atom(AM)
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//Yes, showers are super powerful as far as washing goes.
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/obj/machinery/shower/proc/wash_atom(atom/A)
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/* //TG cleans rads and only does CLEAN_WASH, not sure if that's wanted here.
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A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
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A.wash(CLEAN_WASH)
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*/
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A.wash(CLEAN_SCRUB)
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reagents.splash(A, reaction_volume / 20, 1, TRUE, min_spill = 0, max_spill = 0) //Reaction volume needs to be divided by 20 due to a larger internal volume
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if(!isliving(A))
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return
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var/mob/living/L = A
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check_heat(L)
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L.extinguish_mob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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if(!iscarbon(A))
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return
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//flush away reagents on the skin
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var/mob/living/carbon/C = A
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if(C.touching)
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var/remove_amount = C.touching.maximum_volume * C.reagent_permeability() //take off your suit first
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C.touching.remove_any(remove_amount)
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/obj/machinery/shower/process()
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if(on)
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if(isturf(loc)) //Wash the turf.
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wash_atom(loc)
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for(var/AM in loc) //Wash everything in the same loc (technically doesnt need to be a turf.)
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wash_atom(AM)
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else
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return PROCESS_KILL
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/obj/machinery/shower/proc/check_heat(mob/living/L)
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var/list/temperature_settings = list(SHOWER_FREEZING = SHOWER_TEMP_FREEZING, SHOWER_NORMAL = SHOWER_TEMP_NORMAL, SHOWER_BOILING = SHOWER_TEMP_BOILING)
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var/temperature = temperature_settings[current_temperature]
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switch(current_temperature)
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if(SHOWER_FREEZING)
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/* // We dont have adjust_bodytemperature()
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if(iscarbon(L))
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L.adjust_bodytemperature(-80, temperature)
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*/
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L.bodytemperature = max(L.bodytemperature - 80, temperature)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(temperature <= H.species.cold_level_1)
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to_chat(L, span_warning("The water is freezing cold!"))
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else
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to_chat(L, span_warning("The water is freezing cold!"))
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if(SHOWER_BOILING)
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/* // We dont have adjust_bodytemperature()
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if(iscarbon(L))
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L.adjust_bodytemperature(35, 0, temperature)
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*/
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L.bodytemperature = min(L.bodytemperature + 35, temperature)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(temperature >= H.species.heat_level_1)
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to_chat(L, span_danger("The water is searing hot!"))
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L.adjustFireLoss(5)
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else //Sorry, simplemobs just get Burnt
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to_chat(L, span_danger("The water is searing hot!"))
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L.adjustFireLoss(5)
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else
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if(L.bodytemperature < 288) // 15C
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L.bodytemperature = min(L.bodytemperature + 10, SHOWER_TEMP_NORMAL)
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//L.adjust_bodytemperature(10)
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if(L.bodytemperature > 298) // 25C
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L.bodytemperature = max(L.bodytemperature - 10, SHOWER_TEMP_NORMAL)
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//L.adjust_bodytemperature(-10)
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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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@@ -186,120 +336,6 @@
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anchored = TRUE
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mouse_opacity = 0
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/obj/machinery/shower/attack_hand(mob/M as mob)
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on = !on
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update_icon()
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if(on)
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soundloop.start()
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if (M.loc == loc)
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do_wash(M)
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process_heat(M)
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for (var/atom/movable/G in src.loc)
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G.wash(CLEAN_SCRUB)
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else
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soundloop.stop()
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
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if(I.type == /obj/item/analyzer)
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to_chat(user, span_notice("The water temperature seems to be [watertemp]."))
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if(I.has_tool_quality(TOOL_WRENCH))
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var/newtemp = tgui_input_list(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve", temperature_settings)
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to_chat(user, span_notice("You begin to adjust the temperature valve with \the [I]."))
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playsound(src, I.usesound, 50, 1)
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if(do_after(user, 5 SECONDS * I.toolspeed, target = src))
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watertemp = newtemp
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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]."))
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add_fingerprint(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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mymist = null
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if(on)
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add_overlay(image('icons/obj/watercloset.dmi', src, REAGENT_ID_WATER, MOB_LAYER + 1, dir))
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if(temperature_settings[watertemp] < T20C)
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return //no mist for cold water
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if(!ismist)
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addtimer(CALLBACK(src, PROC_REF(spawn_mist)), 50, TIMER_DELETE_ME)
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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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addtimer(CALLBACK(src, PROC_REF(remove_mist)), 250, TIMER_DELETE_ME)
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/obj/machinery/shower/proc/spawn_mist()
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PRIVATE_PROC(TRUE)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(on)
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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/obj/machinery/shower/proc/remove_mist()
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PRIVATE_PROC(TRUE)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(!on)
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qdel(mymist)
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mymist = null
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ismist = 0
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//Yes, showers are super powerful as far as washing goes.
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/obj/machinery/shower/proc/do_wash(atom/movable/O as obj|mob)
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if(!on) return
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if(isliving(O))
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var/mob/living/L = O
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L.extinguish_mob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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if(iscarbon(O))
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//flush away reagents on the skin
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var/mob/living/carbon/M = O
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if(M.touching)
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var/remove_amount = M.touching.maximum_volume * M.reagent_permeability() //take off your suit first
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M.touching.remove_any(remove_amount)
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O.wash(CLEAN_SCRUB)
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reagents.splash(O, 10, min_spill = 0, max_spill = 0)
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/obj/machinery/shower/process()
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if(!on) return
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for(var/atom/movable/AM in loc)
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if(AM.simulated)
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do_wash(AM)
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if(isliving(AM))
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var/mob/living/L = AM
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process_heat(L)
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wash_floor()
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reagents.add_reagent(REAGENT_ID_WATER, reagents.get_free_space())
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/obj/machinery/shower/proc/wash_floor()
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if(is_washing)
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return
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is_washing = 1
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var/turf/T = get_turf(src)
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T.wash(CLEAN_SCRUB)
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addtimer(VARSET_CALLBACK(src, is_washing, 0), 100, TIMER_DELETE_ME)
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/obj/machinery/shower/proc/process_heat(mob/living/M)
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if(!on || !istype(M)) return
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var/temperature = temperature_settings[watertemp]
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var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
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M.bodytemperature += temp_adj
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(temperature >= H.species.heat_level_1)
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to_chat(H, span_danger("The water is searing hot!"))
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else if(temperature <= H.species.cold_level_1)
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to_chat(H, span_warning("The water is freezing cold!"))
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////////////////////////RUBBER DUCKIES//////////////////////////////
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/obj/item/bikehorn/rubberducky
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@@ -749,3 +785,10 @@
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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#undef SHOWER_FREEZING
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#undef SHOWER_TEMP_FREEZING
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#undef SHOWER_NORMAL
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#undef SHOWER_TEMP_NORMAL
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#undef SHOWER_BOILING
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#undef SHOWER_TEMP_BOILING
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