//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.has_tool_quality(TOOL_SCREWDRIVER)) anchored = !anchored playsound(src, O.usesound, 50, 1) if(anchored) to_chat(user, span_blue("You secure \the [src].")) else to_chat(user, span_blue("You unsecure \the [src].")) if(O.has_tool_quality(TOOL_WRENCH)) playsound(src, O.usesound, 50, 1) to_chat(user, span_notice("Now disassembling \the [src]...")) if(do_after(user, 3 SECONDS * O.toolspeed, target = src)) if(!src) return to_chat(user, span_notice("You dissasembled \the [src]!")) new /obj/item/stack/material/steel(src.loc, 1) qdel(src)