TG: A few map fixes, plus new toilets, urinals, and showers.

All bathroom stuff is fairly WIP at the moment.
The toilet path has changed from /obj/machinery/disposal/toilet to
/obj/structure/toilet
Revision: r3586
Author: 	 petethegoat
This commit is contained in:
Erthilo
2012-05-15 00:11:18 +01:00
parent d75892b1c9
commit 363dd54b7e
7 changed files with 89 additions and 6 deletions
+1
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@@ -643,6 +643,7 @@
#include "code\game\objects\toys.dm"
#include "code\game\objects\transfer_valve.dm"
#include "code\game\objects\washing_machine.dm"
#include "code\game\objects\watercloset.dm"
#include "code\game\objects\weapons.dm"
#include "code\game\objects\window.dm"
#include "code\game\objects\alien\acid.dm"
+6 -2
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@@ -485,8 +485,8 @@ proc/process_ghost_teleport_locs()
//PRISON
/area/prison
name = "Prison Wing"
icon_state = "security"
name = "Prison Station"
icon_state = "brig"
/area/prison/arrival_airlock
name = "Prison Station Airlock"
@@ -1058,6 +1058,10 @@ proc/process_ghost_teleport_locs()
name = "Brig"
icon_state = "brig"
/area/security/prison
name = "Prison Wing"
icon_state = "security"
/area/security/warden
name = "Warden"
icon_state = "Warden"
+10 -4
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@@ -3,22 +3,28 @@
Announce()
for (var/obj/machinery/power/apc/temp_apc in world)
if(istype(get_area(temp_apc), /area/security/prison))
temp_apc.overload_lighting()
if(istype(get_area(temp_apc), /area/security/brig))
temp_apc.overload_lighting()
// for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world)
// temp_shuttle.prison_break()
for (var/obj/structure/closet/secure_closet/security/temp_closet in world)
if(istype(get_area(temp_closet), /area/security/brig))
for (var/obj/structure/closet/secure_closet/brig/temp_closet in world)
if(istype(get_area(temp_closet), /area/security/prison))
temp_closet.locked = 0
temp_closet.icon_state = temp_closet.icon_closed
for (var/obj/machinery/door/airlock/security/temp_airlock in world)
if(istype(get_area(temp_airlock), /area/security/prison))
temp_airlock.prison_open()
if(istype(get_area(temp_airlock), /area/security/brig))
temp_airlock.prison_open()
for (var/obj/machinery/door/airlock/glass/glass_security/temp_glassairlock in world)
for (var/obj/machinery/door/airlock/glass_security/temp_glassairlock in world)
if(istype(get_area(temp_glassairlock), /area/security/prison))
temp_glassairlock.prison_open()
if(istype(get_area(temp_glassairlock), /area/security/brig))
temp_glassairlock.prison_open()
for (var/obj/machinery/door_timer/temp_timer in world)
if(istype(get_area(temp_timer), /area/security/brig))
temp_timer.releasetime = 1
sleep(150)
command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert")
command_alert("Gr3y.T1d3 virus detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert")
+72
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@@ -0,0 +1,72 @@
//todo: flushing, flushing heads, showers actually cleaning people
/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 = 'watercloset.dmi'
icon_state = "toilet0"
density = 0
anchored = 1
var/open = 0
/obj/structure/toilet/New()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand()
open = !open
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open]"
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal."
icon = 'watercloset.dmi'
icon_state = "urinal"
density = 0
anchored = 1
/obj/structure/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
icon = 'watercloset.dmi'
icon_state = "shower"
density = 0
anchored = 1
var/on = 0
var/mist = 0 //needs a var so we can make it linger~
//add heat controls? when emagged, you can freeze to death in it?
/obj/structure/shower/attack_hand()
on = !on
update_icon()
/obj/structure/shower/update_icon()
overlays = null
if(on)
overlays += image('watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
spawn(50)
if(src && on)
overlays += image('watercloset.dmi', src, "mist", MOB_LAYER + 1, dir)
mist = 1
else if(mist)
overlays += image('watercloset.dmi', src, "mist", MOB_LAYER + 1, dir)
spawn(100)
if(src && !on)
overlays = null
/obj/item/weapon/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 = 'watercloset.dmi'
icon_state = "rubberducky"
item_state = "rubberducky"
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