//Dance pole
/obj/structure/dancepole
name = "dance pole"
desc = "Engineered for your entertainment"
icon = 'icons/obj/casino.dmi'
icon_state = "dance_pole"
density = FALSE
anchored = TRUE
density = 0
/obj/structure/dancepole/attack_hand(mob/user)
dance(user)
user.spin(32,2)
..()
/obj/structure/dancepole/proc/dance(mob/user)
if(layer == BELOW_MOB_LAYER)
layer = ABOVE_MOB_LAYER
else
layer = BELOW_MOB_LAYER
/obj/structure/dancepole/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.is_screwdriver())
anchored = !anchored
playsound(src, O.usesound, 50, 1)
if(anchored)
to_chat(user, "You secure \the [src].")
else
to_chat(user, "You unsecure \the [src].")
if(O.is_wrench())
playsound(src, O.usesound, 50, 1)
to_chat(user, "Now disassembling \the [src]...")
if(do_after(user, 30 * O.toolspeed))
if(!src) return
to_chat(user, "You dissasembled \the [src]!")
new /obj/item/stack/material/steel(src.loc, 1)
qdel(src)