diff --git a/code/game/machinery/poolcontroller.dm b/code/game/machinery/poolcontroller.dm
index 7cec94e631f..ce63b3f82e2 100644
--- a/code/game/machinery/poolcontroller.dm
+++ b/code/game/machinery/poolcontroller.dm
@@ -39,44 +39,59 @@
ui_interact(user)
/obj/machinery/poolcontroller/process()
- updateMobs() //Call the mob affecting proc
+ updatePool() //Call the mob affecting/decal cleaning proc
-/obj/machinery/poolcontroller/proc/updateMobs()
+/obj/machinery/poolcontroller/proc/updatePool()
for(var/turf/simulated/floor/beach/water/W in linkedturfs) //Check for pool-turfs linked to the controller.
for(var/mob/M in W) //Check for mobs in the linked pool-turfs.
//Sanity checks, don't affect robuts, AI eyes, and observers
if(isAIEye(M))
- return
+ continue
if(issilicon(M))
- return
+ continue
if(isobserver(M))
- return
+ continue
//End sanity checks, go on
switch(temperature) //Apply different effects based on what the temperature is set to.
if("scalding") //Burn the mob.
M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle
M << "The water is searing hot!"
- return
if("frigid") //Freeze the mob.
M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
M << "The water is freezing!"
- return
if("normal") //Normal temp does nothing, because it's just room temperature water.
- return
if("warm") //Gently warm the mob.
M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn
if(prob(50)) //inform the mob of warm water half the time
M << "The water is quite warm." //Inform the mob it's warm water.
- return
if("cool") //Gently cool the mob.
M.bodytemperature = max(290, M.bodytemperature - 10) //Cools mobs to just below normal, not enough to burn
if(prob(50)) //inform the mob of cold water half the time
M << "The water is chilly." //Inform the mob it's chilly water.
- return
+
+ if(ishuman(M)) //Make sure they are human before typecasting.
+ var/mob/living/carbon/human/drownee = M //Typecast them as human.
+ if(drownee.stat == DEAD) //Check stat, if they are dead, ignore them.
+ continue
+ if(drownee && drownee.lying && !drownee.internal && !(drownee.species.flags & NO_BREATHE) && !(drownee.species.reagent_tag == IS_SKRELL) && !(NO_BREATH in drownee.mutations))
+ //Establish that there is a mob, the mob is lying down, has no internals, species does breathe, is not a skrell, and does not have NO_BREATHE
+ if(drownee.stat != CONSCIOUS) //Mob is in critical.
+ drownee.adjustOxyLoss(9) //Kill em quickly.
+ drownee << "You're quickly drowning!" //inform them that they are fucked.
+ else
+ if(!drownee.internal) //double check they have no internals, just in case.
+ drownee.adjustOxyLoss(5) //5 oxyloss per cycle.
+ if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
+ drownee << "You're lacking air!" //*gasp* *gasp* *gasp* *gasp* *gasp*
+
+ for(var/obj/effect/decal/cleanable/decal in W)
+ animate(decal, alpha = 10, time = 20)
+ spawn(25)
+ qdel(decal)
/obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles
for(var/turf/simulated/floor/beach/water/W in linkedturfs)
@@ -89,7 +104,7 @@
/obj/machinery/poolcontroller/proc/mistoff() //Delete all /obj/effect/mist from all linked pool tiles.
for(var/obj/effect/mist/M in linkedmist)
- del(M)
+ qdel(M)
misted = 0 //no mist left, turn off the tracking var
/obj/machinery/poolcontroller/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)