mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
@@ -9,8 +9,22 @@
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var/shattered = 0
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var/list/ui_users = list()
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/obj/structure/mirror/attack_hand(mob/user as mob)
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if(shattered) return
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/obj/structure/mirror/New(turf/T, newdir = SOUTH, building = FALSE)
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..()
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if(building)
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switch(newdir)
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if(NORTH)
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pixel_y = -32
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if(SOUTH)
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pixel_y = 32
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if(EAST)
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pixel_x = -32
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if(WEST)
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pixel_x = 32
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/obj/structure/mirror/attack_hand(mob/user)
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if(shattered)
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return
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if(ishuman(user))
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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@@ -22,14 +36,15 @@
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AC.ui_interact(user)
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/obj/structure/mirror/proc/shatter()
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if(shattered) return
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if(shattered)
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return
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shattered = 1
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icon_state = "mirror_broke"
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playsound(src, "shatter", 70, 1)
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desc = "Oh no, seven years of bad luck!"
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/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
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/obj/structure/mirror/bullet_act(obj/item/projectile/Proj)
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if(prob(Proj.damage * 2))
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if(!shattered)
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shatter()
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@@ -38,7 +53,19 @@
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..()
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/obj/structure/mirror/attackby(obj/item/I as obj, mob/living/user as mob, params)
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/obj/structure/mirror/attackby(obj/item/I, mob/living/user, params)
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if(isscrewdriver(I))
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user.visible_message("<span class='notice'>[user] begins to unfasten [src].</span>", "<span class='notice'>You begin to unfasten [src].</span>")
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if(do_after(user, 30 * I.toolspeed, target = src))
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if(shattered)
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user.visible_message("<span class='notice'>[user] drops the broken shards to the floor.</span>", "<span class='notice'>You drop the broken shards on the floor.</span>")
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new /obj/item/weapon/shard(get_turf(user))
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else
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user.visible_message("<span class='notice'>[user] carefully places [src] on the floor.</span>", "<span class='notice'>You carefully place [src] on the floor.</span>")
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new /obj/item/mounted/mirror(get_turf(user))
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qdel(src)
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return
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user.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -52,8 +79,9 @@
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
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/obj/structure/mirror/attack_alien(mob/living/user as mob)
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if(islarva(user)) return
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/obj/structure/mirror/attack_alien(mob/living/user)
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if(islarva(user))
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return
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user.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -62,10 +90,12 @@
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shatter()
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/obj/structure/mirror/attack_animal(mob/living/user as mob)
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if(!isanimal(user)) return
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/obj/structure/mirror/attack_animal(mob/living/user)
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if(!isanimal(user))
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return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0) return
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if(M.melee_damage_upper <= 0)
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return
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M.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -74,7 +104,7 @@
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shatter()
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/obj/structure/mirror/attack_slime(mob/living/user as mob)
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/obj/structure/mirror/attack_slime(mob/living/user)
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var/mob/living/carbon/slime/S = user
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if(!S.is_adult)
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return
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@@ -83,4 +113,16 @@
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
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shatter()
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shatter()
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/obj/item/mounted/mirror
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name = "mirror"
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desc = "Some reflective glass ready to be hung on a wall. Don't break it!"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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/obj/item/mounted/mirror/do_build(turf/on_wall, mob/user)
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var/obj/structure/mirror/M = new /obj/structure/mirror(get_turf(user), get_dir(on_wall, user), 1)
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transfer_prints_to(M, TRUE)
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qdel(src)
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@@ -47,12 +47,61 @@
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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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if(!anchored)
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pixel_x = 0
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pixel_y = 0
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layer = OBJ_LAYER
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else
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if(dir == SOUTH)
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pixel_x = 0
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pixel_y = 8
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if(dir == NORTH)
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pixel_x = 0
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pixel_y = -8
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layer = FLY_LAYER
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/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
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if(iswrench(I))
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var/choices = list()
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if(cistern)
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choices += "Stash"
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if(anchored)
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choices += "Disconnect"
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else
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choices += "Connect"
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choices += "Rotate"
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var/response = input(user, "What do you want to do?", "[src]") as null|anything in choices
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if(!Adjacent(user) || !response) //moved away or cancelled
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return
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switch(response)
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if("Stash")
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stash_goods(I, user)
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if("Disconnect")
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user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>", "<span class='notice'>You begin disconnecting [src]...</span>")
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if(do_after(user, 40 * I.toolspeed, target = src))
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if(!loc || !anchored)
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return
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user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
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anchored = 0
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update_icon()
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if("Connect")
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user.visible_message("<span class='notice'>[user] starts connecting [src].</span>", "<span class='notice'>You begin connecting [src]...</span>")
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if(do_after(user, 40 * I.toolspeed, target = src))
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if(!loc || anchored)
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return
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user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
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anchored = 1
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update_icon()
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if("Rotate")
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var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
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var/selected = input(user,"Select a direction for the connector.", "Connector Direction") in dir_choices
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dir = dir_choices[selected]
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update_icon() //is this necessary? probably not
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return
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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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@@ -68,7 +117,7 @@
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var/obj/item/weapon/reagent_containers/RG = I
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if(RG.is_open_container())
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if(RG.reagents.total_volume >= RG.volume)
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to_chat(user, "<span class='warning'>\The [RG] is full.</span>")
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to_chat(user, "<span class='warning'>[RG] is full.</span>")
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else
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RG.reagents.add_reagent("toiletwater", 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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@@ -106,20 +155,25 @@
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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if(cistern)
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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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stash_goods(I, user)
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return
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/obj/structure/toilet/proc/stash_goods(obj/item/I, mob/user)
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if(!I)
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return
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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'>[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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/obj/structure/toilet/secret
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var/secret_type = null
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@@ -131,6 +185,7 @@
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w_items += secret.w_class
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal."
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@@ -141,6 +196,27 @@
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/obj/structure/urinal/attackby(obj/item/I, mob/user, params)
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if(iswrench(I))
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if(anchored)
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user.visible_message("<span class='notice'>[user] begins disconnecting [src]...</span>", "<span class='notice'>You begin to disconnect [src]...</span>")
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if(do_after(user, 40 * I.toolspeed, target = src))
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if(!loc || !anchored)
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return
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user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
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anchored = 0
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pixel_x = 0
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pixel_y = 0
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else
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user.visible_message("<span class='notice'>[user] begins connecting [src]...</span>", "<span class='notice'>You begin to connect [src]...</span>")
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if(do_after(user, 40 * I.toolspeed, target = src))
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if(!loc || anchored)
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return
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user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
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anchored = 1
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pixel_x = 0
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pixel_y = 32
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return
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if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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if(!G.confirm())
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@@ -159,6 +235,7 @@
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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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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@@ -173,6 +250,24 @@
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
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..()
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dir = newdir
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if(building)
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pixel_x = 0
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pixel_y = 0
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switch(newdir)
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if(SOUTH)
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pixel_y = 16
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if(NORTH)
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pixel_y = -5
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layer = FLY_LAYER
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/obj/machinery/shower/Destroy()
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if(mymist)
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QDEL_NULL(mymist)
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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/effect/mist
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@@ -198,9 +293,9 @@
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob, 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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if(iswrench(I))
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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, target = src))
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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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@@ -209,33 +304,57 @@
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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].</span>")
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update_icon() //letsa update whenever we change the temperature, since the mist might need to change
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if(iswelder(I))
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if(on)
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to_chat(user, "<span class='warning'>Turn [src] off before you attempt to cut it loose.</span>")
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return
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var/obj/item/weapon/weldingtool/WT = I
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if(WT.isOn())
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user.visible_message("<span class='notice'>[user] begins to cut [src] loose.</span>", "<span class='notice'>You begin to cut [src] loose.</span>")
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if(do_after(user, 40 * WT.toolspeed, target = src))
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if(!src || !WT.remove_fuel(0, user))
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return
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if(on) //in case someone turned it back on while you were working, make sure we shut that all down
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on = 0
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if(mymist)
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qdel(mymist)
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ismist = 0
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user.visible_message("<span class='notice'>[user] cuts [src] loose!</span>", "<span class='notice'>You cut [src] loose!</span>")
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var/obj/item/mounted/shower/S = new /obj/item/mounted/shower(get_turf(user))
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transfer_prints_to(S, TRUE)
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qdel(src)
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else
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to_chat(user, "<span class='warning'>[WT] must be on for this task.</span>")
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if(on)
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I.water_act(100, convertHeat(), src)
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|
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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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/obj/machinery/shower/update_icon() //this makes the shower mist up or clear mist (depending on water temperature)
|
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overlays.Cut() //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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|
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if(on)
|
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overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
|
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var/mist_time = 50 //5 seconds at normal temperature to build up mist
|
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if(watertemp == "freezing")
|
||||
mist_time = 70 //7 seconds on freezing temperature to disperse existing mist
|
||||
if(watertemp == "boiling")
|
||||
mist_time = 20 //2 seconds on boiling temperature to build up mist
|
||||
addtimer(src, "update_mist", mist_time)
|
||||
else
|
||||
addtimer(src, "update_mist", 250) //25 seconds for mist to disperse after being turned off
|
||||
|
||||
/obj/machinery/shower/proc/update_mist()
|
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if(on)
|
||||
if(watertemp == "freezing")
|
||||
if(mymist)
|
||||
qdel(mymist)
|
||||
ismist = 0
|
||||
return
|
||||
if(!ismist)
|
||||
spawn(50)
|
||||
if(src && on)
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
||||
else
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
||||
else if(ismist)
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
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spawn(250)
|
||||
if(src && !on)
|
||||
qdel(mymist)
|
||||
ismist = 0
|
||||
else
|
||||
if(mymist)
|
||||
qdel(mymist)
|
||||
ismist = 0
|
||||
|
||||
/obj/machinery/shower/Crossed(atom/movable/O)
|
||||
..()
|
||||
@@ -351,13 +470,16 @@
|
||||
qdel(E)
|
||||
|
||||
/obj/machinery/shower/process()
|
||||
if(!on || !mobpresent) return
|
||||
if(!on || !mobpresent)
|
||||
return
|
||||
for(var/mob/living/carbon/C in loc)
|
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if(prob(33))
|
||||
wash(C) //re-applies water and re-cleans mob while they remain under the shower, 33% chance per process to avoid message spam/quick death
|
||||
check_heat(C)
|
||||
|
||||
/obj/machinery/shower/proc/check_heat(mob/M as mob)
|
||||
M.water_act(100, convertHeat(), src) //convenience
|
||||
if(!on || watertemp == "normal") return
|
||||
if(!on || watertemp == "normal")
|
||||
return
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
|
||||
@@ -390,6 +512,8 @@
|
||||
desc = "A sink used for washing one's hands and face."
|
||||
anchored = 1
|
||||
var/busy = 0 //Something's being washed at the moment
|
||||
var/can_move = 1 //if the sink can be disconnected and moved
|
||||
var/can_rotate = 1 //if the sink can be rotated to face alternate directions
|
||||
|
||||
/obj/structure/sink/attack_hand(mob/user as mob)
|
||||
if(!user || !istype(user))
|
||||
@@ -398,7 +522,9 @@
|
||||
return
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
|
||||
if(!anchored)
|
||||
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"]
|
||||
@@ -415,7 +541,7 @@
|
||||
var/washing_face = 0
|
||||
if(selected_area in list("head", "mouth", "eyes"))
|
||||
washing_face = 1
|
||||
user.visible_message("<span class='notice'>[user] start washing their [washing_face ? "face" : "hands"]...</span>", \
|
||||
user.visible_message("<span class='notice'>[user] starts washing their [washing_face ? "face" : "hands"]...</span>", \
|
||||
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
||||
busy = 1
|
||||
|
||||
@@ -446,6 +572,57 @@
|
||||
if(!(istype(O)))
|
||||
return
|
||||
|
||||
if(iswrench(O))
|
||||
var/obj/item/weapon/wrench/W = O
|
||||
|
||||
var/choices = list()
|
||||
if(anchored)
|
||||
choices += "Wash"
|
||||
if(can_move)
|
||||
choices += "Disconnect"
|
||||
else
|
||||
choices += "Connect"
|
||||
if(can_rotate)
|
||||
choices += "Rotate"
|
||||
|
||||
var/response = input(user, "What do you want to do?", "[src]") as null|anything in choices
|
||||
if(!Adjacent(user) || !response) //moved away or cancelled
|
||||
return
|
||||
switch(response)
|
||||
if("Wash")
|
||||
busy = 1
|
||||
var/wateract = 0
|
||||
wateract = (W.wash(user, src))
|
||||
busy = 0
|
||||
if(wateract)
|
||||
W.water_act(20,310.15,src)
|
||||
if("Disconnect")
|
||||
user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>", "<span class='notice'>You begin disconnecting [src]...</span>")
|
||||
if(do_after(user, 40 * O.toolspeed, target = src))
|
||||
if(!loc || !anchored)
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
|
||||
anchored = 0
|
||||
update_icon()
|
||||
if("Connect")
|
||||
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>", "<span class='notice'>You begin connecting [src]...</span>")
|
||||
if(do_after(user, 40 * O.toolspeed, target = src))
|
||||
if(!loc || anchored)
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
|
||||
anchored = 1
|
||||
update_icon()
|
||||
if("Rotate")
|
||||
var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
|
||||
var/selected = input(user, "Select a direction for the connector.", "Connector Direction") in dir_choices
|
||||
dir = dir_choices[selected]
|
||||
update_icon() //is this necessary? probably not
|
||||
return
|
||||
|
||||
if(!anchored)
|
||||
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
|
||||
return
|
||||
|
||||
busy = 1
|
||||
var/wateract = 0
|
||||
wateract = (O.wash(user, src))
|
||||
@@ -453,14 +630,42 @@
|
||||
if(wateract)
|
||||
O.water_act(20,310.15,src)
|
||||
|
||||
/obj/structure/sink/update_icon()
|
||||
..()
|
||||
layer = OBJ_LAYER
|
||||
if(!anchored)
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
else
|
||||
//the following code will probably want to be updated in the future to be less reliant on hardcoded offsets based on the can_move/can_rotate values
|
||||
if(!can_move) //puddles
|
||||
return
|
||||
if(!can_rotate) //kitchen sinks
|
||||
pixel_x = 0
|
||||
pixel_y = 28
|
||||
return
|
||||
else //normal sinks
|
||||
if(dir == NORTH || dir == SOUTH)
|
||||
pixel_x = 0
|
||||
pixel_y = (dir == NORTH) ? -5 : 30
|
||||
if(dir == NORTH)
|
||||
layer = FLY_LAYER
|
||||
else
|
||||
pixel_x = (dir == EAST) ? 12 : -12
|
||||
pixel_y = 0
|
||||
|
||||
|
||||
/obj/structure/sink/kitchen
|
||||
name = "kitchen sink"
|
||||
icon_state = "sink_alt"
|
||||
can_rotate = 0
|
||||
|
||||
|
||||
/obj/structure/sink/puddle //splishy splashy ^_^
|
||||
name = "puddle"
|
||||
icon_state = "puddle"
|
||||
can_move = 0
|
||||
can_rotate = 0
|
||||
|
||||
/obj/structure/sink/puddle/attack_hand(mob/M as mob)
|
||||
icon_state = "puddle-splash"
|
||||
@@ -471,3 +676,77 @@
|
||||
icon_state = "puddle-splash"
|
||||
..()
|
||||
icon_state = "puddle"
|
||||
|
||||
|
||||
//////////////////////////////////
|
||||
// Bathroom Fixture Items //
|
||||
//////////////////////////////////
|
||||
|
||||
|
||||
/obj/item/mounted/shower
|
||||
name = "shower fixture"
|
||||
desc = "A self-adhering shower fixture. Simply stick to a wall, no plumber needed!"
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "shower"
|
||||
item_state = "buildpipe"
|
||||
|
||||
/obj/item/mounted/shower/try_build(turf/on_wall, mob/user, proximity_flag)
|
||||
//overriding this because we don't care about other items on the wall, but still need to do adjacent checks
|
||||
if(!on_wall || !user)
|
||||
return
|
||||
if(proximity_flag != 1) //if we aren't next to the wall
|
||||
return
|
||||
if(!(get_dir(on_wall, user) in cardinal))
|
||||
to_chat(user, "<span class='warning'>You need to be standing next to a wall to place \the [src].</span>")
|
||||
return
|
||||
return 1
|
||||
|
||||
/obj/item/mounted/shower/do_build(turf/on_wall, mob/user)
|
||||
var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), get_dir(on_wall, user), 1)
|
||||
transfer_prints_to(S, TRUE)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/weapon/bathroom_parts
|
||||
name = "toilet in a box"
|
||||
desc = "An entire toilet in a box, straight from Space Sweden. It has an unpronounceable name."
|
||||
icon = 'icons/obj/storage.dmi'
|
||||
icon_state = "largebox"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/result = /obj/structure/toilet
|
||||
var/result_name = "toilet"
|
||||
|
||||
/obj/item/weapon/bathroom_parts/urinal
|
||||
name = "urinal in a box"
|
||||
result = /obj/structure/urinal
|
||||
result_name = "urinal"
|
||||
|
||||
/obj/item/weapon/bathroom_parts/sink
|
||||
name = "sink in a box"
|
||||
result = /obj/structure/sink
|
||||
result_name = "sink"
|
||||
|
||||
/obj/item/weapon/bathroom_parts/New()
|
||||
..()
|
||||
desc = "An entire [result_name] in a box, straight from Space Sweden. It has an [pick("unpronounceable", "overly accented", "entirely gibberish", "oddly normal-sounding")] name."
|
||||
|
||||
/obj/item/weapon/bathroom_parts/attack_self(mob/user)
|
||||
var/turf/T = get_turf(user)
|
||||
if(!T)
|
||||
to_chat(user, "<span class='warning'>You can't build that here!</span>")
|
||||
return
|
||||
if(result in T.contents)
|
||||
to_chat(user, "<span class='warning'>There's already \an [result_name] here.</span>")
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] begins assembling a new [result_name].</span>", "<span class='notice'>You begin assembling a new [result_name].</span>")
|
||||
if(do_after(user, 30, target = user))
|
||||
user.visible_message("<span class='notice'>[user] finishes building a new [result_name]!</span>", "<span class='notice'>You finish building a new [result_name]!</span>")
|
||||
var/obj/structure/S = new result(T)
|
||||
S.anchored = 0
|
||||
S.dir = user.dir
|
||||
S.update_icon()
|
||||
user.unEquip(src, 1)
|
||||
qdel(src)
|
||||
if(prob(50))
|
||||
new /obj/item/stack/sheet/cardboard(T)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user