mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Make sinks/toilets/showers directional for mapping (#28940)
* update watercloset.dm (again) * add missing returns and armor check * updatepaths * maybe now * try this * should be better * paths * sleep doesn't work * is it better * he slips xdd * this * come on * ok i can't beat the grab
This commit is contained in:
@@ -11,12 +11,18 @@
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var/cistern = FALSE //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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new_attack_chain = TRUE
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MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/toilet, 8, -8, 0, 0)
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/obj/structure/toilet/New(loc)
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..()
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update_icon() // updates pixel offsets
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/obj/structure/toilet/Initialize(mapload)
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. = ..()
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open = prob(50)
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update_icon()
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update_icon() // just setting open = TRUE doesn't change the icon
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/obj/structure/toilet/Destroy()
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swirlie = null
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@@ -25,9 +31,11 @@
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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 [swirlie]'s head!</span>", "<span class='italics'>You hear reverberating porcelain.</span>")
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swirlie.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
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playsound(src.loc, "swing_hit", 25, TRUE)
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user.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>",
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"<span class='userdanger'>You slam the toilet seat onto [swirlie]'s head!</span>",
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"<span class='italics'>You hear reverberating porcelain.</span>")
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swirlie.apply_damage(5, BRUTE, BODY_ZONE_HEAD, swirlie.run_armor_check(BODY_ZONE_HEAD, MELEE))
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return
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if(cistern && !open)
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@@ -54,77 +62,87 @@
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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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if(dir == NORTH)
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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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if(dir == SOUTH)
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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__legacy__attackchain(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/reagent_containers))
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/obj/structure/toilet/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/reagent_containers))
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if(!open)
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return
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var/obj/item/reagent_containers/RG = I
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if(RG.is_refillable())
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if(RG.reagents.holder_full())
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to_chat(user, "<span class='warning'>[RG] is full.</span>")
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return ITEM_INTERACT_COMPLETE
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var/obj/item/reagent_containers/container = used
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if(container.is_refillable())
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if(container.reagents.holder_full())
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to_chat(user, "<span class='warning'>[container] 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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return
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container.reagents.add_reagent("toiletwater", min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
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to_chat(user, "<span class='notice'>You fill [container] from [src]. Gross.</span>")
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return ITEM_INTERACT_COMPLETE
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if(istype(I, /obj/item/grab))
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if(istype(used, /obj/item/grab))
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/grab/G = I
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var/obj/item/grab/G = used
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='danger'>Swirling [G.affecting] might hurt them!</span>")
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return
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return ITEM_INTERACT_COMPLETE
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if(!G.confirm())
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return
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return ITEM_INTERACT_COMPLETE
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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var/mob/living/target = G.affecting
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if(G.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(target.loc != get_turf(src))
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to_chat(user, "<span class='warning'>[target] needs to be on [src]!</span>")
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return ITEM_INTERACT_COMPLETE
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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 [GM] 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 [GM] 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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user.visible_message("<span class='danger'>[user] starts to give [target] a swirlie!</span>",
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"<span class='userdanger'>You start to give [target] a swirlie...</span>")
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swirlie = target
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if(do_after(user, 3 SECONDS, FALSE, target = src))
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user.visible_message("<span class='danger'>[user] gives [target] a swirlie!</span>",
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"<span class='userdanger'>You give [target] a swirlie!</span>",
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"<span class='italics'>You hear a toilet flushing.</span>")
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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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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target.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]'s head into [src]!</span>", "<span class='userdanger'>[user] slams [GM.name]'s head into [src]!</span>")
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GM.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
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user.visible_message("<span class='danger'>[user] slams [target]'s head into [src]!</span>",
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"<span class='userdanger'>You slam [target]'s head into [src]!</span>")
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target.apply_damage(5, BRUTE, BODY_ZONE_HEAD, target.run_armor_check(BODY_ZONE_HEAD, MELEE))
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return ITEM_INTERACT_COMPLETE
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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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if(istype(I, /obj/item/flamethrower))
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var/obj/item/flamethrower/big_lighter = I
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return ITEM_INTERACT_COMPLETE
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if(istype(used, /obj/item/flamethrower))
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var/obj/item/flamethrower/big_lighter = used
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if(!big_lighter.lit)
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to_chat(user, "<span class='warning'>The flamethrower isn't lit!</span>")
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return
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to_chat(user, "<span class='warning'>[big_lighter] isn't lit!</span>")
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return ITEM_INTERACT_COMPLETE
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big_lighter.default_ignite(loc, 0.01)
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if(!cistern) //Just changes what message you get, since fire_act handles the open cistern too.
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user.visible_message("<span class='warning'>[user] torches the contents of the top of the toilet with [big_lighter]!</span>", "<span class='warning'>You torch the top of the toilet with [big_lighter]! Whoops.</span>")
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return
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user.visible_message("<span class='notice'>[user] torches the contents of the cistern with [big_lighter]!</span>", "<span class='notice'>You torch the contents of the cistern with [big_lighter]!</span>")
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return
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user.visible_message("<span class='warning'>[user] torches the contents of the top of the toilet with [big_lighter]!</span>",
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"<span class='warning'>You torch the top of the toilet with [big_lighter]! Whoops.</span>")
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return ITEM_INTERACT_COMPLETE
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user.visible_message("<span class='notice'>[user] torches the contents of the cistern with [big_lighter]!</span>",
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"<span class='notice'>You torch the contents of the cistern with [big_lighter]!</span>")
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return ITEM_INTERACT_COMPLETE
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if(cistern)
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update_contents_weight_class()
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stash_goods(I, user)
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return
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stash_goods(used, user)
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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/structure/toilet/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay)
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..()
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@@ -140,19 +158,21 @@
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new_total_weight += I.w_class
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w_items = new_total_weight
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/obj/structure/toilet/crowbar_act(mob/user, obj/item/I)
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/obj/structure/toilet/crowbar_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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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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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
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if(I.use_tool(src, user, 30, volume = I.tool_volume))
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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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user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!",
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"<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>",
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"<span class='italics'>You hear grinding porcelain.</span>")
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cistern = !cistern
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update_icon()
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return
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/obj/structure/toilet/wrench_act(mob/user, obj/item/I)
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/obj/structure/toilet/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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@@ -162,8 +182,7 @@
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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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choices += list("Connect", "Rotate")
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var/response = tgui_input_list(user, "What do you want to do?", "[src]", choices)
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if(!Adjacent(user) || !response) //moved away or cancelled
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@@ -172,18 +191,22 @@
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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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user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>",
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"<span class='notice'>You begin disconnecting [src]...</span>")
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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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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user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
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"<span class='notice'>You disconnect [src]!</span>")
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anchored = FALSE
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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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user.visible_message("<span class='notice'>[user] starts connecting [src].</span>",
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"<span class='notice'>You begin connecting [src]...</span>")
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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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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user.visible_message("<span class='notice'>[user] connects [src]!</span>",
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"<span class='notice'>You connect [src]!</span>")
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anchored = TRUE
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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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@@ -191,7 +214,7 @@
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if(!selected)
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return
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dir = dir_choices[selected]
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update_icon() //is this necessary? probably not
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update_icon() //is this necessary? probably not // yes it is
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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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@@ -209,18 +232,6 @@
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update_contents_weight_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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/obj/structure/toilet/secret/Initialize(mapload)
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. = ..()
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if(secret_type)
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var/obj/item/secret = new secret_type(src)
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secret.desc += " It's a secret!"
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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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@@ -228,48 +239,55 @@
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icon_state = "urinal"
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density = FALSE
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anchored = TRUE
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new_attack_chain = TRUE
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/obj/structure/urinal/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/grab))
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var/obj/item/grab/G = I
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/obj/structure/urinal/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/grab))
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var/obj/item/grab/G = used
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if(!G.confirm())
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return
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return ITEM_INTERACT_COMPLETE
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='danger'>Slamming [G.affecting] into [src] might hurt them!</span>")
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return
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return ITEM_INTERACT_COMPLETE
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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var/mob/living/target = G.affecting
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if(G.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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if(target.loc != get_turf(src))
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to_chat(user, "<span class='notice'>[target] needs to be on [src].</span>")
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return ITEM_INTERACT_COMPLETE
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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user.visible_message("<span class='danger'>[user] slams [GM]'s head into [src]!</span>", "<span class='danger'>You slam [GM]'s head into [src]!</span>")
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GM.apply_damage(8, BRUTE, BODY_ZONE_HEAD)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
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user.visible_message("<span class='danger'>[user] slams [target]'s head into [src]!</span>",
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"<span class='danger'>You slam [target]'s head into [src]!</span>")
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target.apply_damage(8, BRUTE, BODY_ZONE_HEAD, target.run_armor_check(BODY_ZONE_HEAD, MELEE))
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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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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/structure/urinal/wrench_act(mob/user, obj/item/I)
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/obj/structure/urinal/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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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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user.visible_message("<span class='notice'>[user] begins disconnecting [src]...</span>",
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"<span class='notice'>You begin to disconnect [src]...</span>")
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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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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user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
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"<span class='notice'>You disconnect [src]!</span>")
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anchored = FALSE
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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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user.visible_message("<span class='notice'>[user] begins connecting [src]...</span>",
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"<span class='notice'>You begin to connect [src]...</span>")
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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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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user.visible_message("<span class='notice'>[user] connects [src]!</span>",
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"<span class='notice'>You connect [src]!</span>")
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anchored = TRUE
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pixel_x = 0
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pixel_y = 32
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@@ -292,20 +310,16 @@
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var/current_temperature = SHOWER_NORMAL
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///What sound will be played on loop when the shower is on and pouring water.
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var/datum/looping_sound/showering/soundloop
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new_attack_chain = TRUE
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MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/machinery/shower, 16, -5, 0, 0)
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/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
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..()
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soundloop = new(list(src), FALSE)
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if(building)
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dir = newdir
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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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update_icon()
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||||
|
||||
/obj/machinery/shower/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -321,6 +335,17 @@
|
||||
QDEL_IN(mist, 25 SECONDS)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/shower/update_icon_state()
|
||||
layer = OBJ_LAYER
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
switch(dir)
|
||||
if(NORTH)
|
||||
pixel_y = 16
|
||||
if(SOUTH)
|
||||
pixel_y = -5
|
||||
layer = FLY_LAYER
|
||||
|
||||
//add heat controls? when emagged, you can freeze to death in it?
|
||||
|
||||
/obj/effect/mist
|
||||
@@ -336,6 +361,8 @@
|
||||
update_icon()
|
||||
handle_mist()
|
||||
add_fingerprint(M)
|
||||
M.visible_message("<span_class='notice'>[M] turns [src] [on ? "on" : "off"].</span>",
|
||||
"<span_class='notice'>You turn [src] [on ? "on" : "off"].</span>")
|
||||
if(on)
|
||||
START_PROCESSING(SSmachines, src)
|
||||
process()
|
||||
@@ -353,7 +380,7 @@
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/machinery/shower/wrench_act(mob/user, obj/item/I)
|
||||
/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with [I].</span>")
|
||||
if(I.use_tool(src, user, 50))
|
||||
@@ -364,19 +391,22 @@
|
||||
current_temperature = SHOWER_BOILING
|
||||
if(SHOWER_BOILING)
|
||||
current_temperature = SHOWER_NORMAL
|
||||
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 [current_temperature] temperature.</span>")
|
||||
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 [current_temperature] temperature.</span>")
|
||||
add_hiddenprint(user)
|
||||
handle_mist()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/shower/welder_act(mob/user, obj/item/I)
|
||||
/obj/machinery/shower/welder_act(mob/living/user, obj/item/I)
|
||||
. = TRUE
|
||||
if(on)
|
||||
to_chat(user, "<span class='warning'>Turn [src] off before you attempt to cut it loose.</span>")
|
||||
return
|
||||
if(!I.tool_use_check(user, 0))
|
||||
return
|
||||
visible_message("<span class='notice'>[user] begins slicing [src] free...</span>", "<span class='notice'>You begin slicing [src] free...</span>", "<span class='warning'>You hear welding.</span>")
|
||||
visible_message("<span class='notice'>[user] begins slicing [src] free...</span>",
|
||||
"<span class='notice'>You begin slicing [src] free...</span>",
|
||||
"<span class='warning'>You hear welding.</span>")
|
||||
if(I.use_tool(src, user, 40, volume = I.tool_volume))
|
||||
user.visible_message("<span class='notice'>[user] cuts [src] loose!</span>", "<span class='notice'>You cut [src] loose!</span>")
|
||||
var/obj/item/mounted/shower/S = new /obj/item/mounted/shower(get_turf(user))
|
||||
@@ -482,7 +512,7 @@
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "rubberducky"
|
||||
item_state = "rubberducky"
|
||||
honk_sounds = list('sound/items/squeaktoy.ogg' = 1)
|
||||
honk_sounds = list('sound/items/squeaktoy.ogg')
|
||||
attack_verb = list("quacked", "squeaked")
|
||||
|
||||
/obj/item/bikehorn/rubberducky/captainducky
|
||||
@@ -490,122 +520,113 @@
|
||||
desc = "Captain's favorite rubber ducky. This one squeaks with power."
|
||||
icon_state = "cap_rubber_ducky"
|
||||
|
||||
#define SINK_BUSY (1 << 0) // Something's being washed at the moment
|
||||
#define SINK_MOVEABLE (1 << 1) // if the sink can be disconnected and moved
|
||||
|
||||
/obj/structure/sink
|
||||
name = "sink"
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "sink"
|
||||
desc = "A sink used for washing one's hands and face."
|
||||
anchored = TRUE
|
||||
var/busy = FALSE //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
|
||||
var/sink_flags = SINK_MOVEABLE
|
||||
new_attack_chain = TRUE
|
||||
|
||||
/obj/structure/sink/attack_hand(mob/user as mob)
|
||||
if(!user || !istype(user))
|
||||
return
|
||||
if(!iscarbon(user))
|
||||
return
|
||||
if(!Adjacent(user))
|
||||
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink, 18, -4, 0, 0)
|
||||
|
||||
/obj/structure/sink/New(loc)
|
||||
..()
|
||||
update_icon() // updates pixel offsets
|
||||
|
||||
/obj/structure/sink/attack_hand(mob/living/carbon/human/user)
|
||||
if(..())
|
||||
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"]
|
||||
if(user.hand)
|
||||
temp = H.bodyparts_by_name["l_hand"]
|
||||
if(temp && !temp.is_usable())
|
||||
to_chat(user, "<span class='notice'>You try to move your [temp.name], but cannot!")
|
||||
return
|
||||
|
||||
if(busy)
|
||||
var/obj/item/organ/external/temp = user.bodyparts_by_name["r_hand"]
|
||||
if(user.hand)
|
||||
temp = user.bodyparts_by_name["l_hand"]
|
||||
if(temp && !temp.is_usable())
|
||||
to_chat(user, "<span class='notice'>You try to move your [temp], but cannot!")
|
||||
return
|
||||
if(sink_flags & SINK_BUSY)
|
||||
to_chat(user, "<span class='notice'>Someone's already washing here.</span>")
|
||||
return
|
||||
|
||||
var/selected_area = parse_zone(user.zone_selected)
|
||||
var/washing_face = 0
|
||||
var/washing_face = FALSE
|
||||
if(selected_area in list("head", "mouth", "eyes"))
|
||||
washing_face = 1
|
||||
washing_face = TRUE
|
||||
sink_flags |= SINK_BUSY
|
||||
user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
|
||||
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
||||
busy = TRUE
|
||||
|
||||
if(!do_after(user, 40, target = src))
|
||||
busy = FALSE
|
||||
if(!do_after(user, 4 SECONDS, target = src))
|
||||
sink_flags &= ~SINK_BUSY
|
||||
return
|
||||
|
||||
busy = FALSE
|
||||
|
||||
user.visible_message("<span class='notice'>[user] washes [user.p_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.regenerate_icons()
|
||||
H.AdjustDrowsy(-rand(4 SECONDS, 6 SECONDS)) //Washing your face wakes you up if you're falling asleep
|
||||
user.lip_style = null // Washes off lipstick
|
||||
user.lip_color = initial(user.lip_color)
|
||||
user.regenerate_icons()
|
||||
user.AdjustDrowsy(-rand(4 SECONDS, 6 SECONDS)) // Washing your face wakes you up if you're falling asleep
|
||||
else
|
||||
user.clean_blood()
|
||||
sink_flags &= ~SINK_BUSY
|
||||
user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
|
||||
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
|
||||
|
||||
|
||||
/obj/structure/sink/attackby__legacy__attackchain(obj/item/O, mob/user, params)
|
||||
if(busy)
|
||||
/obj/structure/sink/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
||||
if(sink_flags & SINK_BUSY)
|
||||
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
|
||||
return
|
||||
|
||||
if(!(istype(O)))
|
||||
return
|
||||
|
||||
return ITEM_INTERACT_COMPLETE
|
||||
if(!anchored)
|
||||
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
|
||||
return
|
||||
return ITEM_INTERACT_COMPLETE
|
||||
sink_flags |= SINK_BUSY
|
||||
if(used.wash(user, src))
|
||||
used.water_act(20, COLD_WATER_TEMPERATURE, src)
|
||||
sink_flags &= ~SINK_BUSY
|
||||
return ITEM_INTERACT_COMPLETE
|
||||
|
||||
busy = TRUE
|
||||
var/wateract = 0
|
||||
wateract = O.wash(user, src)
|
||||
busy = FALSE
|
||||
if(wateract)
|
||||
O.water_act(20, COLD_WATER_TEMPERATURE, src)
|
||||
|
||||
/obj/structure/sink/wrench_act(mob/user, obj/item/I)
|
||||
/obj/structure/sink/wrench_act(mob/living/user, obj/item/I)
|
||||
if(!(sink_flags & SINK_MOVEABLE)) // we can't move it, let's just wash our wrench now
|
||||
return NONE
|
||||
. = TRUE
|
||||
if(!I.tool_use_check(user, 0))
|
||||
return
|
||||
var/choices = list()
|
||||
var/list/choices
|
||||
if(anchored)
|
||||
choices += "Wash"
|
||||
if(can_move)
|
||||
choices += "Disconnect"
|
||||
choices += list("Wash", "Disconnect")
|
||||
else
|
||||
choices += "Connect"
|
||||
if(can_rotate)
|
||||
choices += "Rotate"
|
||||
|
||||
choices += list("Connect", "Rotate")
|
||||
var/response = tgui_input_list(user, "What do you want to do?", "[src]", choices)
|
||||
if(!Adjacent(user) || !response) //moved away or cancelled
|
||||
if(!Adjacent(user) || !response) // moved away or cancelled
|
||||
return
|
||||
switch(response)
|
||||
if("Wash")
|
||||
busy = TRUE
|
||||
var/wateract = 0
|
||||
wateract = (I.wash(user, src))
|
||||
busy = FALSE
|
||||
if(wateract)
|
||||
sink_flags |= SINK_BUSY
|
||||
if(I.wash(user, src))
|
||||
I.water_act(20, COLD_WATER_TEMPERATURE, src)
|
||||
sink_flags &= ~SINK_BUSY
|
||||
if("Disconnect")
|
||||
user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>", "<span class='notice'>You begin disconnecting [src]...</span>")
|
||||
user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>",
|
||||
"<span class='notice'>You begin disconnecting [src]...</span>")
|
||||
if(I.use_tool(src, user, 40, volume = I.tool_volume))
|
||||
if(!loc || !anchored)
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
|
||||
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
|
||||
"<span class='notice'>You disconnect [src]!</span>")
|
||||
anchored = FALSE
|
||||
if("Connect")
|
||||
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>", "<span class='notice'>You begin connecting [src]...</span>")
|
||||
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>",
|
||||
"<span class='notice'>You begin connecting [src]...</span>")
|
||||
if(I.use_tool(src, user, 40, volume = I.tool_volume))
|
||||
if(!loc || anchored)
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
|
||||
user.visible_message("<span class='notice'>[user] connects [src]!</span>",
|
||||
"<span class='notice'>You connect [src]!</span>")
|
||||
anchored = TRUE
|
||||
if("Rotate")
|
||||
var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
|
||||
@@ -613,66 +634,62 @@
|
||||
if(!selected)
|
||||
return
|
||||
dir = dir_choices[selected]
|
||||
update_icon() //is this necessary? probably not
|
||||
update_icon() //is this necessary? probably not // yes it is
|
||||
|
||||
/obj/structure/sink/update_icon_state()
|
||||
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
|
||||
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
if(!(sink_flags & SINK_MOVEABLE)) // puddles - don't need an offset
|
||||
return
|
||||
if(anchored)
|
||||
switch(dir)
|
||||
if(NORTH)
|
||||
pixel_y = 18
|
||||
if(SOUTH)
|
||||
pixel_y = -4
|
||||
layer = FLY_LAYER
|
||||
|
||||
/obj/structure/sink/kitchen
|
||||
name = "kitchen sink"
|
||||
icon_state = "sink_alt"
|
||||
can_rotate = 0
|
||||
|
||||
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink/kitchen, 18, -4, 0, 0)
|
||||
|
||||
/obj/structure/sink/kitchen/old
|
||||
name = "old sink"
|
||||
desc = "A sink used for washing one's hands and face. It looks rusty and home-made."
|
||||
|
||||
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink/kitchen/old, 18, -4, 0, 0)
|
||||
|
||||
/// splishy splashy ^_^
|
||||
/obj/structure/sink/puddle
|
||||
name = "puddle"
|
||||
desc = "A puddle of clean water. Looks refreshing."
|
||||
icon_state = "puddle"
|
||||
can_move = 0
|
||||
can_rotate = 0
|
||||
resistance_flags = UNACIDABLE
|
||||
sink_flags = 0
|
||||
|
||||
/obj/structure/sink/puddle/attack_hand(mob/M as mob)
|
||||
/obj/structure/sink/puddle/attack_hand(mob/living/carbon/human/user)
|
||||
icon_state = "puddle-splash"
|
||||
..()
|
||||
icon_state = "puddle"
|
||||
if(!(sink_flags & SINK_BUSY)) // so if we click puddle while someone uses it, it doesn't reset its pretty animation
|
||||
icon_state = "puddle"
|
||||
|
||||
/obj/structure/sink/puddle/attackby__legacy__attackchain(obj/item/O as obj, mob/user as mob, params)
|
||||
/obj/structure/sink/puddle/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
||||
icon_state = "puddle-splash"
|
||||
..()
|
||||
icon_state = "puddle"
|
||||
if(!(sink_flags & SINK_BUSY)) // so if we click puddle while someone uses it, it doesn't reset its pretty animation
|
||||
icon_state = "puddle"
|
||||
return ITEM_INTERACT_COMPLETE
|
||||
|
||||
/obj/structure/sink/kitchen/old
|
||||
name = "old sink"
|
||||
desc = "A sink used for washing one's hands and face. It looks rusty and home-made."
|
||||
#undef SINK_BUSY
|
||||
#undef SINK_MOVEABLE
|
||||
|
||||
//////////////////////////////////
|
||||
// Bathroom Fixture Items //
|
||||
//////////////////////////////////
|
||||
|
||||
|
||||
/obj/item/mounted/shower
|
||||
name = "shower fixture"
|
||||
desc = "A self-adhering shower fixture. Simply stick to a wall, no plumber needed!"
|
||||
@@ -684,17 +701,16 @@
|
||||
//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(!(get_dir(on_wall, user) in GLOB.cardinal))
|
||||
if(!(get_dir(user, on_wall) in GLOB.cardinal))
|
||||
to_chat(user, "<span class='warning'>You need to be standing next to a wall to place \the [src].</span>")
|
||||
return
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/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)
|
||||
var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), user.dir, TRUE)
|
||||
transfer_prints_to(S, TRUE)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/bathroom_parts
|
||||
name = "toilet in a box"
|
||||
desc = "An entire toilet in a box, straight from Space Sweden. It has an unpronounceable name."
|
||||
@@ -703,6 +719,7 @@
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/result = /obj/structure/toilet
|
||||
var/result_name = "toilet"
|
||||
new_attack_chain = TRUE
|
||||
|
||||
/obj/item/bathroom_parts/urinal
|
||||
name = "urinal in a box"
|
||||
@@ -718,17 +735,18 @@
|
||||
..()
|
||||
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/bathroom_parts/attack_self__legacy__attackchain(mob/user)
|
||||
/obj/item/bathroom_parts/activate_self(mob/user)
|
||||
if(..())
|
||||
return
|
||||
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>")
|
||||
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, 3 SECONDS, 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 = FALSE
|
||||
S.dir = user.dir
|
||||
|
||||
Reference in New Issue
Block a user