Luxury Bluespace Shelter Capsules, Take 2.
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@@ -11,10 +11,10 @@
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var/mob/living/swirlie = null //the mob being given a swirlie
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/obj/structure/toilet/New()
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/obj/structure/toilet/Initialize()
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. = ..()
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open = round(rand(0, 1))
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update_icon()
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..()
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/obj/structure/toilet/attack_hand(mob/living/user)
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@@ -104,6 +104,21 @@
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else
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return ..()
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/obj/structure/toilet/secret
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var/obj/item/secret
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var/secret_type = null
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/obj/structure/toilet/secret/Initialize(mapload)
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. = ..()
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if (secret_type)
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secret = new secret_type(src)
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secret.desc += " It's a secret!"
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w_items += secret.w_class
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contents += secret
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
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@@ -239,7 +254,7 @@
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qdel(mymist)
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if(on)
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add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", MOB_LAYER + 1))
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add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER))
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if(watertemp == "freezing")
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return
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if(!ismist)
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@@ -552,7 +567,7 @@
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icon_state = "open"
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color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
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alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
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layer = WALL_OBJ_LAYER
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layer = SIGN_LAYER
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anchored = 1
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opacity = 0
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density = 0
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@@ -575,13 +590,48 @@
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density = 0
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open = TRUE
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/obj/structure/curtain/attackby(obj/item/W, mob/user)
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if (istype(W, /obj/item/toy/crayon))
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color = input(user,"Choose Color") as color
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(anchored)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 50*W.toolspeed, target = src))
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if(!anchored)
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return
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anchored = FALSE
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to_chat(user, "<span class='notice'>You unscrew [src] from the floor.</span>")
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else
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 50*W.toolspeed, target = src))
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if(anchored)
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return
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anchored = TRUE
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to_chat(user, "<span class='notice'>You screw [src] to the floor.</span>")
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(!anchored)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
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if(do_after(user, 50*W.toolspeed, target = src))
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if(anchored)
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return
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to_chat(user, "<span class='notice'>You cut apart [src].</span>")
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deconstruct()
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else
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. = ..()
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/obj/structure/curtain/attack_hand(mob/user)
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playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
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toggle()
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..()
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/obj/structure/curtain/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth (loc, 3)
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new /obj/item/stack/sheet/cloth (loc, 2)
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new /obj/item/stack/sheet/plastic (loc, 2)
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new /obj/item/stack/rods (loc, 1)
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qdel(src)
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/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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