initial changes
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@@ -5,20 +5,10 @@
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icon_state = "pool_tile"
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heat_capacity = INFINITY
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var/filled = TRUE
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var/next_splash = 1
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var/obj/effect/overlay/water/watereffect
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var/obj/effect/overlay/water/top/watertop
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var/next_splash = 0
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var/obj/machinery/pool/controller/controller
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/turf/open/pool/Initialize()
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watereffect = new /obj/effect/overlay/water(src)
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watertop = new /obj/effect/overlay/water/top(src)
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. = ..()
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/turf/open/pool/Destroy()
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QDEL_NULL(watereffect)
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QDEL_NULL(watertop)
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controller = null
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return ..()
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@@ -26,13 +16,13 @@
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if(!filled)
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name = "drained pool"
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desc = "No diving!"
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QDEL_NULL(watereffect)
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QDEL_NULL(watertop)
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cut_overlay(/obj/effect/overlay/water)
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cut_overlay(/obj/effect/overlay/water/top)
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else
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name = "poolwater"
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desc = "You're safer here than in the deep."
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watereffect = new /obj/effect/overlay/water(src)
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watertop = new /obj/effect/overlay/water/top(src)
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add_overlay(/obj/effect/overlay/water)
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add_overlay(/obj/effect/overlay/water/top)
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/obj/effect/overlay/water
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name = "water"
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@@ -47,8 +37,22 @@
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icon_state = "top"
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layer = BELOW_MOB_LAYER
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/mob/living
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var/swimming = FALSE
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/turf/open/MouseDrop_T(atom/from, mob/user)
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if(SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && CHECK_MOBILITY(user, MOBILITY_USE))
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var/mob/living/L = from
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//The element only exists if you're on water and a living mob, so let's skip those checks.
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if(user == from)
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from.visible_message("<span class='notice'>[from] is getting out of the pool.</span>")
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if(do_mob(user, from, 20))
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from.forceMove(src)
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from.visible_message("<span class='notice'>[from] gets out of the pool.</span>")
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else
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from.visible_message("<span class='notice'>[from] is being pulled out of the pool by [user].</span>")
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if(do_mob(user, from, 20))
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from.forceMove(src)
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from.visible_message("<span class='notice'>[user] pulls [from] out of the pool.</span>")
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else
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return ..()
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//Put people out of the water
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/turf/open/floor/MouseDrop_T(mob/living/M, mob/living/user)
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