//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos #define SHOWER_FREEZING "freezing" #define SHOWER_TEMP_FREEZING T0C #define SHOWER_NORMAL "normal" #define SHOWER_TEMP_NORMAL 293 #define SHOWER_BOILING "boiling" #define SHOWER_TEMP_BOILING T0C + 100 /obj/structure/toilet name = "toilet" desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean." icon = 'icons/obj/watercloset.dmi' icon_state = "toilet" density = FALSE anchored = TRUE var/open = 0 //if the lid is up var/cistern = 0 //if the cistern bit is open var/w_items = 0 //the combined w_class of all the items in the cistern var/mob/living/swirlie = null //the mob being given a swirlie /obj/structure/toilet/Initialize(mapload) . = ..() open = round(rand(0, 1)) update_icon() AddComponent(/datum/component/hose_connector/endless_drain) // Cannot suck from toilet... for obvious reasons. /obj/structure/toilet/attack_hand(mob/living/user as mob) if(swirlie) user.setClickCooldown(user.get_attack_speed()) user.visible_message(span_danger("[user] slams the toilet seat onto [swirlie.name]'s head!"), span_notice("You slam the toilet seat onto [swirlie.name]'s head!"), "You hear reverberating porcelain.") swirlie.adjustBruteLoss(5) return if(cistern && !open) if(!contents.len) to_chat(user, span_notice("The cistern is empty.")) return else var/obj/item/I = pick(contents) if(ishuman(user)) user.put_in_hands(I) else I.loc = get_turf(src) to_chat(user, span_notice("You find \an [I] in the cistern.")) w_items -= I.w_class return open = !open update_icon() /obj/structure/toilet/update_icon() icon_state = "[initial(icon_state)][open][cistern]" /obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob) if(I.has_tool_quality(TOOL_CROWBAR)) to_chat(user, span_notice("You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"].")) playsound(src, 'sound/effects/stonedoor_openclose.ogg', 50, 1) if(do_after(user, 3 SECONDS, target = src)) user.visible_message(span_notice("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!"), span_notice("You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!"), "You hear grinding porcelain.") cistern = !cistern update_icon() return if(istype(I, /obj/item/grab)) user.setClickCooldown(user.get_attack_speed(I)) var/obj/item/grab/G = I if(isliving(G.affecting)) var/mob/living/GM = G.affecting if(G.state>1) if(!GM.loc == get_turf(src)) to_chat(user, span_notice("[GM.name] needs to be on the toilet.")) return if(open && !swirlie) user.visible_message(span_danger("[user] starts to give [GM.name] a swirlie!"), span_notice("You start to give [GM.name] a swirlie!")) swirlie = GM if(do_after(user, 3 SECONDS, target = GM)) user.visible_message(span_danger("[user] gives [GM.name] a swirlie!"), span_notice("You give [GM.name] a swirlie!"), "You hear a toilet flushing.") if(!GM.internal) GM.adjustOxyLoss(5) swirlie = null else user.visible_message(span_danger("[user] slams [GM.name] into the [src]!"), span_notice("You slam [GM.name] into the [src]!")) GM.adjustBruteLoss(5) else to_chat(user, span_notice("You need a tighter grip.")) if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET. if(I.w_class > ITEMSIZE_NORMAL) //3 to_chat(user, span_notice("\The [I] does not fit.")) return if(w_items + I.w_class > ITEMSIZE_HUGE) //5 to_chat(user, span_notice("The cistern is full.")) return user.drop_item() I.loc = src w_items += I.w_class to_chat(user, "You carefully place \the [I] into the cistern.") return /obj/structure/toilet/prison name = "prison toilet" icon_state = "toilet2" /obj/structure/toilet/prison/attack_hand(mob/living/user) return /obj/structure/toilet/prison/attackby(obj/item/I, mob/living/user) if(istype(I, /obj/item/grab)) user.setClickCooldown(user.get_attack_speed(I)) var/obj/item/grab/G = I if(isliving(G.affecting)) var/mob/living/GM = G.affecting if(G.state>1) if(!GM.loc == get_turf(src)) to_chat(user, span_notice("[GM.name] needs to be on the toilet.")) return if(open && !swirlie) user.visible_message(span_danger("[user] starts to give [GM.name] a swirlie!"), span_notice("You start to give [GM.name] a swirlie!")) swirlie = GM if(do_after(user, 3 SECONDS, target = GM)) user.visible_message(span_danger("[user] gives [GM.name] a swirlie!"), span_notice("You give [GM.name] a swirlie!"), "You hear a toilet flushing.") if(!GM.internal) GM.adjustOxyLoss(5) swirlie = null else user.visible_message(span_danger("[user] slams [GM.name] into the [src]!"), span_notice("You slam [GM.name] into the [src]!")) GM.adjustBruteLoss(5) else to_chat(user, span_notice("You need a tighter grip.")) /obj/structure/urinal name = "urinal" desc = "The HU-452, an experimental urinal." icon = 'icons/obj/watercloset.dmi' icon_state = "urinal" density = FALSE anchored = TRUE /obj/structure/urinal/attackby(obj/item/I as obj, mob/user as mob) if(istype(I, /obj/item/grab)) var/obj/item/grab/G = I if(isliving(G.affecting)) var/mob/living/GM = G.affecting if(G.state>1) if(!GM.loc == get_turf(src)) to_chat(user, span_notice("[GM.name] needs to be on the urinal.")) return user.visible_message(span_danger("[user] slams [GM.name] into the [src]!"), span_notice("You slam [GM.name] into the [src]!")) GM.adjustBruteLoss(8) else to_chat(user, span_notice("You need a tighter grip.")) /obj/machinery/shower name = "shower" desc = "The HS-451. Installed in the 2250s by the Hygiene Division." icon = 'icons/obj/watercloset.dmi' icon_state = "shower" density = FALSE anchored = TRUE use_power = USE_POWER_OFF var/on = 0 var/current_temperature = SHOWER_NORMAL //SHOWER_FREEZING, SHOWER_NORMAL, or SHOWER_BOILING var/datum/looping_sound/showering/soundloop var/reagent_id = REAGENT_ID_WATER var/reaction_volume = 200 /obj/machinery/shower/Initialize(mapload) . = ..() create_reagents(reaction_volume) reagents.add_reagent(reagent_id, reaction_volume) soundloop = new(list(src), FALSE) /obj/machinery/shower/Destroy() QDEL_NULL(soundloop) QDEL_NULL(reagents) STOP_MACHINE_PROCESSING(src) return ..() //add heat controls? when emagged, you can freeze to death in it? /obj/machinery/shower/attack_hand(mob/M as mob) on = !on update_icon() handle_mist() add_fingerprint(M) if(on) START_MACHINE_PROCESSING(src) process() soundloop.start() else soundloop.stop() /obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob) if(istype(I, /obj/item/analyzer)) //Lol? Why... to_chat(user, span_notice("The water temperature seems to be [current_temperature].")) /obj/machinery/shower/allow_pai_interaction(mob/living/silicon/pai/user, proximity_flag) return proximity_flag /obj/machinery/shower/click_alt(mob/user) ..() var/list/temperature_settings = list(SHOWER_NORMAL, SHOWER_BOILING, SHOWER_FREEZING) var/newtemp = tgui_input_list(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve", temperature_settings) to_chat(user, span_notice("You begin to adjust the temperature...")) if(do_after(user, 5 SECONDS, src)) current_temperature = newtemp user.visible_message(span_notice("[user] adjusts the shower."), span_notice("You adjust the shower to [current_temperature] temperature.")) add_fingerprint(user) handle_mist() /obj/machinery/shower/examine(mob/user) . = ..() . += span_notice("You can alt-click to change the temperature.") /obj/machinery/shower/update_icon() cut_overlays() if(on) if(reagent_id == REAGENT_ID_WATER) add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)) else var/mutable_appearance/colorful_shower = image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir) colorful_shower.color = reagents.get_color() //Whatever the fuck happens to be spewing out of here. add_overlay(colorful_shower) /obj/machinery/shower/proc/handle_mist() // If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds // If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec var/obj/effect/mist/mist = locate() in loc if(!mist && on && current_temperature != SHOWER_FREEZING) addtimer(CALLBACK(src, PROC_REF(make_mist)), 5 SECONDS, TIMER_DELETE_ME) if(mist && (!on || current_temperature == SHOWER_FREEZING)) addtimer(CALLBACK(src, PROC_REF(clear_mist)), 25 SECONDS, TIMER_DELETE_ME) /obj/machinery/shower/proc/make_mist() PRIVATE_PROC(TRUE) SHOULD_NOT_OVERRIDE(TRUE) var/obj/effect/mist/mist = locate() in loc if(!mist && on && current_temperature != SHOWER_FREEZING) new /obj/effect/mist(loc) /obj/machinery/shower/proc/clear_mist() PRIVATE_PROC(TRUE) SHOULD_NOT_OVERRIDE(TRUE) var/obj/effect/mist/mist = locate() in loc if(mist && (!on || current_temperature == SHOWER_FREEZING)) qdel(mist) /obj/machinery/shower/Crossed(atom/movable/AM) ..() if(on) wash_atom(AM) //Yes, showers are super powerful as far as washing goes. /obj/machinery/shower/proc/wash_atom(atom/A) A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly A.wash(CLEAN_WASH) A.wash(CLEAN_SCRUB) reagents.splash(A, reaction_volume / 20, 1, TRUE, min_spill = 0, max_spill = 0) //Reaction volume needs to be divided by 20 due to a larger internal volume if(!isliving(A)) return var/mob/living/L = A check_heat(L) L.extinguish_mob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily L.radiation = CLAMP(L.radiation - 5, 0, RADIATION_CAP) if(!iscarbon(A)) return //flush away reagents on the skin var/mob/living/carbon/C = A if(C.touching) var/remove_amount = C.touching.maximum_volume * C.reagent_permeability() //take off your suit first C.touching.remove_any(remove_amount) /obj/machinery/shower/process() if(on) if(isturf(loc)) //Wash the turf. wash_atom(loc) for(var/AM in loc) //Wash everything in the same loc (technically doesnt need to be a turf.) wash_atom(AM) else return PROCESS_KILL /obj/machinery/shower/proc/check_heat(mob/living/L) var/list/temperature_settings = list(SHOWER_FREEZING = SHOWER_TEMP_FREEZING, SHOWER_NORMAL = SHOWER_TEMP_NORMAL, SHOWER_BOILING = SHOWER_TEMP_BOILING) var/temperature = temperature_settings[current_temperature] switch(current_temperature) if(SHOWER_FREEZING) /* // We dont have adjust_bodytemperature() if(iscarbon(L)) L.adjust_bodytemperature(-80, temperature) */ L.bodytemperature = max(L.bodytemperature - 80, temperature) if(ishuman(L)) var/mob/living/carbon/human/H = L if(temperature <= H.species.cold_level_1) to_chat(L, span_warning("The water is freezing cold!")) else to_chat(L, span_warning("The water is freezing cold!")) if(SHOWER_BOILING) /* // We dont have adjust_bodytemperature() if(iscarbon(L)) L.adjust_bodytemperature(35, 0, temperature) */ L.bodytemperature = min(L.bodytemperature + 35, temperature) if(ishuman(L)) var/mob/living/carbon/human/H = L if(temperature >= H.species.heat_level_1) to_chat(L, span_danger("The water is searing hot!")) L.adjustFireLoss(5) else //Sorry, simplemobs just get Burnt to_chat(L, span_danger("The water is searing hot!")) L.adjustFireLoss(5) else if(L.bodytemperature < 288) // 15C L.bodytemperature = min(L.bodytemperature + 10, SHOWER_TEMP_NORMAL) //L.adjust_bodytemperature(10) if(L.bodytemperature > 298) // 25C L.bodytemperature = max(L.bodytemperature - 10, SHOWER_TEMP_NORMAL) //L.adjust_bodytemperature(-10) /obj/effect/mist name = "mist" icon = 'icons/obj/watercloset.dmi' icon_state = "mist" plane = MOB_PLANE layer = ABOVE_MOB_LAYER anchored = TRUE mouse_opacity = 0 ////////////////////////RUBBER DUCKIES////////////////////////////// /obj/item/bikehorn/rubberducky name = "rubber ducky" desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky" item_state = "rubberducky" item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand.dmi', slot_r_hand_str = 'icons/mob/items/righthand.dmi', ) honk_sound = 'sound/voice/quack.ogg' //Admin spawn duckies /obj/item/bikehorn/rubberducky/red name = "rubber ducky" desc = "From the depths of hell it arose, feathers glistening with crimson, a honk that struck fear into all men." //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_red" item_state = "rubberducky_red" honk_sound = 'sound/effects/adminhelp.ogg' var/honk_count = 0 special_handling = TRUE /obj/item/bikehorn/rubberducky/red/attack_self(mob/user) . = ..(user) if(.) return TRUE if(honk_count >= 3) var/turf/epicenter = get_turf(src) explosion(epicenter, 0, 0, 1, 3) qdel(src) return else if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) honk_count++ return /obj/item/bikehorn/rubberducky/blue name = "rubber ducky" desc = "The see me rollin', they hatin'." //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_blue" item_state = "rubberducky_blue" honk_sound = 'sound/effects/bubbles.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/blue/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) var/turf/simulated/whereweare = get_turf(src) whereweare.wet_floor(2) return /obj/item/bikehorn/rubberducky/pink name = "rubber ducky" desc = "It's extra squishy!" icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_pink" item_state = "rubberducky_pink" honk_sound = 'sound/vore/sunesound/pred/insertion_01.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/pink/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) if(!user.devourable) to_chat(user, span_vnotice("You can't bring yourself to squeeze it...")) return cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) user.drop_item() user.forceMove(src) to_chat(user, span_vnotice("You have been swallowed alive by the rubber ducky. Your entire body compacted up and squeezed into the tiny space that makes up the oddly realistic and not at all rubbery stomach. The walls themselves are kneading over you, grinding some sort of fluids into your trapped body. You can even hear the sound of bodily functions echoing around you...")) /obj/item/bikehorn/rubberducky/pink/container_resist(var/mob/living/escapee) if(isdisposalpacket(loc)) escapee.forceMove(loc) else escapee.forceMove(get_turf(src)) to_chat(escapee, span_vnotice("You managed to crawl out of the rubber ducky!")) /obj/item/bikehorn/rubberducky/grey name = "rubber ducky" desc = "There's something otherworldly about this particular duck..." icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_grey" item_state = "rubberducky_grey" honk_sound = 'sound/effects/ghost.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/grey/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) for(var/obj/machinery/light/L in GLOB.machines) if(L.z != user.z || get_dist(user,L) > 10) continue else L.flicker(10) user.drop_item() var/turf/T = locate(rand(1, 140), rand(1, 140), user.z) forceMove(T) return /obj/item/bikehorn/rubberducky/green name = "rubber ducky" desc = "Like a true Nature’s child, we were born, born to be wild." icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_green" item_state = "rubberducky_green" honk_sound = 'sound/arcade/mana.ogg' var/list/flora = list(/obj/structure/flora/ausbushes, /obj/structure/flora/ausbushes/reedbush, /obj/structure/flora/ausbushes/leafybush, /obj/structure/flora/ausbushes/palebush, /obj/structure/flora/ausbushes/stalkybush, /obj/structure/flora/ausbushes/grassybush, /obj/structure/flora/ausbushes/fernybush, /obj/structure/flora/ausbushes/sunnybush, /obj/structure/flora/ausbushes/genericbush, /obj/structure/flora/ausbushes/pointybush, /obj/structure/flora/ausbushes/lavendergrass, /obj/structure/flora/ausbushes/ywflowers, /obj/structure/flora/ausbushes/brflowers, /obj/structure/flora/ausbushes/ppflowers, /obj/structure/flora/ausbushes/sparsegrass, /obj/structure/flora/ausbushes/fullgrass) special_handling = TRUE /obj/item/bikehorn/rubberducky/green/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) var/turf/simulated/whereweare = get_turf(src) var/obj/P = pick(flora) new P(whereweare) return /obj/item/bikehorn/rubberducky/white name = "rubber ducky" desc = "It's so full of energy, such a happy little guy, I just wanna give him a squeeze." //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_white" item_state = "rubberducky_white" honk_sound = 'sound/effects/lightningshock.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/white/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) lightning_strike(get_turf(src), 1) qdel(src) return /obj/item/grenade/anti_photon/rubberducky/black desc = "Good work NanoTrasen Employee, you struck fear within the Syndicate." name = "rubber ducky" icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_black" item_state = "rubberducky_black" light_sound = 'sound/voice/quack.ogg' blast_sound = 'sound/voice/quack.ogg' /obj/item/bikehorn/rubberducky/gold name = "rubber ducky" desc = "You could give your very life for this duck." icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_gold" item_state = "rubberducky_gold" honk_sound = 'sound/voice/quack_reverb.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/gold/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) if(isliving(user)) var/mob/living/U = user U.dust() user.drop_item() qdel(src) return /obj/item/bikehorn/rubberducky/viking name = "rubber ducky" desc = "Honking is a duckie exclusive power." icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_viking" item_state = "rubberducky_viking" honk_sound = 'sound/voice/scream_jelly_m1.ogg' honk_text = "DUK ROH DAH!" special_handling = TRUE /obj/item/bikehorn/rubberducky/viking/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) user.drop_item() user.throw_at_random(FALSE,9,2) return /obj/item/bikehorn/rubberducky/galaxy name = "rubber ducky" desc = "In the vastness of space all things center around thing, somewhere, a core." icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky_galaxy" item_state = "rubberducky_galaxy" honk_sound = 'sound/effects/teleport.ogg' special_handling = TRUE /obj/item/bikehorn/rubberducky/galaxy/attack_self(mob/user) . = ..(user) if(.) return TRUE if(cooldown <= world.time) cooldown = (world.time + 2 SECONDS) playsound(src, honk_sound, 50, 1) add_fingerprint(user) if(honk_text) audible_message(span_maroon("[honk_text]")) var/list/possible_orbiters = list() for(var/obj/item/I in oview(7,user)) possible_orbiters += I for(var/mob/living/M in oview(7,user)) possible_orbiters += M var/atom/movable/selected_orbiter = pick(possible_orbiters) selected_orbiter.orbit(user,32,TRUE,20,36) return //////////////////////////////SINKS////////////////////////////// /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 = 0 //Something's being washed at the moment /obj/structure/sink/Initialize(mapload) . = ..() AddComponent(/datum/component/hose_connector/endless_source/water) AddComponent(/datum/component/hose_connector/endless_drain) /obj/structure/sink/MouseDrop_T(var/obj/item/thing, var/mob/user) ..() if(!istype(thing) || !thing.is_open_container()) return ..() if(!user.Adjacent(src)) return ..() if(!thing.reagents || thing.reagents.total_volume == 0) to_chat(user, span_warning("\The [thing] is empty.")) return // Clear the vessel. visible_message(span_infoplain(span_bold("\The [user]") + " tips the contents of \the [thing] into \the [src].")) thing.reagents.clear_reagents() thing.update_icon() /obj/structure/sink/attack_hand(mob/user as mob) if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND] if (H.hand) temp = H.organs_by_name[BP_L_HAND] if(temp && !temp.is_usable()) to_chat(user, span_notice("You try to move your [temp.name], but cannot!")) return if(isrobot(user) || isAI(user)) return if(!Adjacent(user)) return if(busy) to_chat(user, span_warning("Someone's already washing here.")) return to_chat(user, span_notice("You start washing your hands.")) playsound(src, 'sound/effects/sink_long.ogg', 75, 1) busy = 1 if(!do_after(user, 4 SECONDS, target = src)) busy = 0 to_chat(user, span_notice("You stop washing your hands.")) return busy = 0 if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.gloves) H.gloves.wash(CLEAN_SCRUB) H.update_inv_gloves() H.gloves.germ_level = 0 else if(H.r_hand) H.r_hand.wash(CLEAN_SCRUB) if(H.l_hand) H.l_hand.wash(CLEAN_SCRUB) H.bloody_hands = 0 H.germ_level = 0 H.hand_blood_color = null H.forensic_data?.wash(CLEAN_SCRUB) H.update_bloodied() else user.wash(CLEAN_SCRUB) for(var/mob/V in viewers(src, null)) V.show_message(span_notice("[user] washes their hands using \the [src].")) /obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob) if(busy) to_chat(user, span_warning("Someone's already washing here.")) return var/obj/item/reagent_containers/RG = O if (istype(RG) && RG.is_open_container()) RG.reagents.add_reagent(REAGENT_ID_WATER, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) user.visible_message(span_notice("[user] fills \the [RG] using \the [src]."),span_notice("You fill \the [RG] using \the [src].")) playsound(src, 'sound/effects/sink.ogg', 75, 1) return 1 else if (istype(O, /obj/item/melee/baton)) var/obj/item/melee/baton/B = O if(B.bcell) if(B.bcell.charge > 0 && B.status == 1) flick("baton_active", src) user.Stun(10) user.stuttering = 10 user.Weaken(10) if(isrobot(user)) var/mob/living/silicon/robot/R = user R.cell.charge -= 20 else B.deductcharge(B.hitcost) user.visible_message( \ span_danger("[user] was stunned by [user.p_their()] wet [O]!"), \ span_userdanger("[user] was stunned by [user.p_their()] wet [O]!")) return 1 else if(istype(O, /obj/item/mop)) O.reagents.add_reagent(REAGENT_ID_WATER, 5) to_chat(user, span_notice("You wet \the [O] in \the [src].")) playsound(src, 'sound/effects/slosh.ogg', 25, 1) return else if(istype(O, /obj/item/soap)) var/obj/item/soap/soap = O to_chat(user, span_notice("You wet \the [O] in \the [src]")) soap.wet() O.wash(CLEAN_SCRUB) return var/turf/location = user.loc if(!isturf(location)) return var/obj/item/I = O if(!I || !istype(I,/obj/item)) return to_chat(user, span_notice("You start washing \the [I].")) busy = 1 if(!do_after(user, 4 SECONDS, target = src)) busy = 0 to_chat(user, span_notice("You stop washing \the [I].")) return busy = 0 O.wash(CLEAN_SCRUB) O.water_act(rand(1,10)) user.visible_message( \ span_notice("[user] washes \a [I] using \the [src]."), \ span_notice("You wash \a [I] using \the [src].")) /obj/structure/sink/kitchen name = "kitchen sink" icon_state = "sink2" /obj/structure/sink/countertop name = "countertop sink" icon_state = "sink3" /obj/structure/sink/puddle //splishy splashy ^_^ name = "puddle" icon_state = "puddle" desc = "A small pool of some liquid, ostensibly water." /obj/structure/sink/puddle/attack_hand(mob/M as mob) icon_state = "puddle-splash" ..() icon_state = "puddle" /obj/structure/sink/puddle/attackby(obj/item/O as obj, mob/user as mob) icon_state = "puddle-splash" ..() icon_state = "puddle" #undef SHOWER_FREEZING #undef SHOWER_TEMP_FREEZING #undef SHOWER_NORMAL #undef SHOWER_TEMP_NORMAL #undef SHOWER_BOILING #undef SHOWER_TEMP_BOILING