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Merge pull request #1004 from Kelenius/master
Monkey cubes now expand in showers
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@@ -127,13 +127,12 @@
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var/obj/effect/mist/mymist = null
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var/ismist = 0 //needs a var so we can make it linger~
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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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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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/obj/machinery/shower/New()
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..()
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create_reagents(2)
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create_reagents(50)
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//add heat controls? when emagged, you can freeze to death in it?
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@@ -171,6 +170,7 @@
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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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mymist = null
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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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@@ -190,20 +190,9 @@
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spawn(250)
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if(src && !on)
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qdel(mymist)
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mymist = null
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ismist = 0
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/obj/machinery/shower/Crossed(atom/movable/O)
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..()
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wash(O)
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if(ismob(O))
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mobpresent += 1
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process_heat(O)
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/obj/machinery/shower/Uncrossed(atom/movable/O)
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if(ismob(O))
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mobpresent -= 1
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..()
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//Yes, showers are super powerful as far as washing goes.
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/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
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if(!on) return
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@@ -292,24 +281,30 @@
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if(isturf(loc))
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var/turf/tile = loc
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loc.clean_blood()
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for(var/obj/effect/E in tile)
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if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
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qdel(E)
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reagents.splash(O, 10)
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/obj/machinery/shower/process()
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if(!on) return
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for(var/thing in loc)
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var/atom/movable/AM = thing
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var/mob/living/L = thing
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if(istype(AM) && AM.simulated)
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wash(AM)
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if(istype(L))
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process_heat(L)
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wash_floor()
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if(!mobpresent) return
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for(var/mob/living/L in loc)
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process_heat(L)
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reagents.add_reagent("water", reagents.get_free_space())
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/obj/machinery/shower/proc/wash_floor()
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if(!ismist && is_washing)
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return
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is_washing = 1
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var/turf/T = get_turf(src)
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reagents.add_reagent("water", 2)
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reagents.splash(T, reagents.total_volume)
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T.clean(src)
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spawn(100)
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is_washing = 0
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@@ -422,9 +417,6 @@
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"<span class='danger'>[user] was stunned by \his wet [O]!</span>", \
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"<span class='userdanger'>[user] was stunned by \his wet [O]!</span>")
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return 1
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// Short of a rewrite, this is necessary to stop monkeycubes being washed.
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else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
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return
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else if(istype(O, /obj/item/weapon/mop))
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O.reagents.add_reagent("water", 5)
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user << "<span class='notice'>You wet \the [O] in \the [src].</span>"
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