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Condensed single fantasy items into one file
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@@ -304,15 +304,14 @@
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var/blood_volume = H.vessel.get_reagent_amount("blood")
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var/blood_percent = round((blood_volume / H.species.blood_volume)*100)
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var/blood_type = H.dna.b_type
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var/blood_reagent = H.species.blood_reagents
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if(blood_volume <= H.species.blood_volume*H.species.blood_level_danger)
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dat += "<span class='danger'><i>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl. Type: [blood_type]. Basis: [blood_reagent].</i></span><br>"
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dat += "<span class='danger'><i>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl. Type: [blood_type]</i></span><br>"
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else if(blood_volume <= H.species.blood_volume*H.species.blood_level_warning)
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dat += "<span class='danger'><i>Warning: Blood Level VERY LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]. Basis: [blood_reagent].</i></span><br>"
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dat += "<span class='danger'><i>Warning: Blood Level VERY LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]</i></span><br>"
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else if(blood_volume <= H.species.blood_volume*H.species.blood_level_safe)
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dat += "<span class='danger'>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]. Basis: [blood_reagent].</span><br>"
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dat += "<span class='danger'>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]</span><br>"
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else
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dat += "<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl. Type: [blood_type]. Basis: [blood_reagent].</span><br>"
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dat += "<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl. Type: [blood_type]</span><br>"
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dat += "<span class='notice'>Subject's pulse: <font color='[H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? "red" : "blue"]'>[H.get_pulse(GETPULSE_TOOL)] bpm.</font></span><br>" // VORE Edit: Missed a linebreak here.
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if(istype(H.species, /datum/species/xenochimera)) // VOREStation Edit Start: Visible feedback for medmains on Xenochimera.
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if(H.stat == DEAD && H.revive_ready == REVIVING_READY && !H.hasnutriment())
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@@ -373,11 +372,5 @@
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origin_tech = list(TECH_MAGNET = 7, TECH_BIO = 8)
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icon_state = "health3"
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/obj/item/device/healthanalyzer/scroll //reports all of the above, as well as name and quantity of nonmed reagents in stomach
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name = "scroll of divination"
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desc = "An unusual scroll that appears to report all of the details of a person's health when waved near them. Oddly, it seems to have a little metal chip up near the handles..."
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advscan = 3
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origin_tech = list(TECH_MAGNET = 7, TECH_BIO = 8)
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icon_state = "health_scroll"
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#undef DEFIB_TIME_LIMIT //VOREStation addition
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@@ -295,10 +295,3 @@
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/obj/item/weapon/surgical/bone_clamp/alien
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icon = 'icons/obj/abductor.dmi'
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toolspeed = 0.75
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/obj/item/weapon/surgical/bone_clamp/alien/magic
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icon = 'icons/obj/abductor.dmi'
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toolspeed = 0.75
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icon_state = "bone_boneclamp"
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name = "bone bone clamp"
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desc = "A bone clamp made of bones for fixing bones using bones, it feels strangely adept. In fact, it doesn't really feel like actual bone at all..."
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@@ -54,12 +54,6 @@
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toolspeed = 0.1
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origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 4)
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/obj/item/weapon/tool/crowbar/alien/magic
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name = "sentient crowbar"
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desc = "A crowbar with a green gem set in it and a green ribbon tied to it, it floats lightly by itself and appears to be able to pry on its own. It almost feels like there is some sort of anti gravity generator running in it..."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar)
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icon_state = "crowbar_sentient"
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/obj/item/weapon/tool/crowbar/hybrid
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name = "strange crowbar"
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desc = "A crowbar whose head seems to phase in and out of view."
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@@ -87,13 +87,6 @@
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toolspeed = 0.1
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random_color = FALSE
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/obj/item/weapon/tool/screwdriver/alien/magic
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name = "vintage screwdriver of revolving"
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desc = "A vintage screwdriver that spins as fast as a drill with little aid, it has a red gem on the handle. It oddly sounds like a drill too..."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_screwdriver)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "screwdriver_old"
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/obj/item/weapon/tool/screwdriver/hybrid
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name = "strange screwdriver"
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desc = "A strange conglomerate of a screwdriver."
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@@ -434,13 +434,6 @@
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origin_tech = list(TECH_PHORON = 5 ,TECH_ENGINEERING = 5)
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always_process = TRUE
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/obj/item/weapon/weldingtool/alien/magic
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name = "bellows of flame"
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desc = "A set of bellows that have a yellow gem on the spout, they emit flames when pressed. Oddly seems to have a faint phoron smell to it..."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_welder)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "bellows"
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/obj/item/weapon/weldingtool/alien/process()
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if(get_fuel() <= get_max_fuel())
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reagents.add_reagent("fuel", 1)
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@@ -80,12 +80,6 @@
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origin_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4)
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random_color = FALSE
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/obj/item/weapon/tool/wirecutters/alien/magic
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name = "secateurs of organisation"
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desc = "Extremely sharp secateurs, fitted with a glowing blue gem, said to be magically enhanced for speed. There seems to be a little whirring sound coming from beneath that gem..."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cutters_magic"
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/obj/item/weapon/tool/wirecutters/cyborg
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name = "wirecutters"
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desc = "This cuts wires. With science."
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@@ -73,13 +73,6 @@
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toolspeed = 0.1
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origin_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 5)
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/obj/item/weapon/tool/wrench/alien/magic
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name = "pliers of molding"
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desc = "A set of pliers that seems to mold to the shape of their target, housing a pink gem. Oddly seems to have a slightly slimey texture at the metal..."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_wrench)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "pliers"
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/obj/item/weapon/tool/wrench/power
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name = "hand drill"
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desc = "A simple powered hand drill. It's fitted with a bolt bit."
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@@ -385,57 +385,3 @@
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if(!anchored)
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to_chat(user,"<span class='notice'> The bed isn't secured.</span>")
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return
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// Bath
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/obj/structure/bed/bath
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name = "wash tub"
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desc = "A wooden tub that can be filled with water for washing yourself."
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icon_state = "bath"
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base_icon = "bath"
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flags = OPENCONTAINER
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var/amount_per_transfer_from_this = 5
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/obj/structure/bed/bath/update_icon()
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if(reagents.total_volume < 1)
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icon_state = "bath"
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else if(reagents.total_volume < 50)
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icon_state = "bath1"
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else if(reagents.total_volume < 150)
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icon_state = "bath2"
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else if(reagents.total_volume < 301)
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icon_state = "bath3"
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return // Doesn't care about material or anything else.
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/obj/structure/bed/bath/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/soap)) //VOREStation Edit - "Allows soap and rags to be used on mopbuckets"
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if(reagents.total_volume < 1)
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to_chat(user, "<span class='warning'>\The [src] is out of water!</span>")
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else
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reagents.trans_to_obj(I, 5)
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to_chat(user, "<span class='notice'>You wet \the [I] in \the [src].</span>")
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playsound(src, 'sound/effects/slosh.ogg', 25, 1)
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if(istype(I, /obj/item/weapon/reagent_containers/glass))
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update_icon()
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return
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else if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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var/mob/living/affecting = G.affecting
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if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
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to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
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return
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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if(do_after(user, 20, G.affecting))
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affecting.loc = loc
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spawn(0)
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if(buckle_mob(affecting))
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affecting.visible_message(\
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"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
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"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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qdel(I)
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/obj/structure/bed/bath/New()
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create_reagents(300)
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..()
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@@ -124,62 +124,6 @@
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else
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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/obj/structure/toilet/wooden
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name = "wooden toilet"
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desc = "It's basically a hole in a box with a bucket inside. This one seems remarkably clean."
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icon_state = "toilet3"
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open = 1
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/obj/structure/toilet/wooden/attack_hand(mob/living/user as mob)
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return //No lid
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/obj/structure/toilet/wooden/attackby(obj/item/I as obj, mob/living/user as mob) //simpler interactions
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if(istype(I, /obj/item/weapon/grab))
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user.setClickCooldown(user.get_attack_speed(I))
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var/obj/item/weapon/grab/G = I
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state>1)
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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 the toilet.</span>")
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return
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if(open && !swirlie)
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user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
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swirlie = GM
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if(do_after(user, 30, GM))
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user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
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if(!GM.internal)
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GM.adjustOxyLoss(5)
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swirlie = null
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else
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET.
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if(I.w_class > 3)
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to_chat(user, "<span class='notice'>\The [I] does not fit.</span>")
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return
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if(w_items + I.w_class > 5)
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to_chat(user, "<span class='notice'>The cistern is full.</span>")
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return
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user.drop_item()
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I.loc = src
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w_items += I.w_class
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to_chat(user, "You carefully place \the [I] into the cistern.")
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return
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/obj/structure/toilet/wooden/New()
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open = 1 //just to make sure it works
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icon_state = "toilet3"
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return
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/obj/structure/toilet/wooden/update_icon()
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return
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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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