obj
	items
		furniture
			buildup
				desc="This item is a build-up item, and will display its actual appearance when placed inside of a home."
				New()
//					world << "[layer] layer"
					..()
//					world << "[layer] layer2"
				var
					global_xoff=0
					global_yoff=0
					list
						parts=list() // list(istate,x pos,y pos,density,layer,x offset, y offset)
						temps=list()
				proc
					move_to()
					reset()
						for(var/X in temps)
							temps-=X
							del(X)
						temps=list()
					unbuild()
						icon_state=initial(icon_state)
//						overlays=list()
//						layer=initial(layer)
						for(var/X in temps)
							temps-=X
							del(X)
					build(obj/items/furniture/here)
//						world << "[layer] layer3"
						.=list()
						reset()
						icon_state="blank"
//						layer=1000
						if(!here)
							here=src
						for(var/X in parts)
							var/state=parts[X][1]
							var/x_pos=parts[X][2]
							var/y_pos=parts[X][3]
							var/dense=parts[X][4]
							var/layah=parts[X][5]
							var/x_off=parts[X][6]
							var/y_off=parts[X][7]
							var/obj/visual/vi=new
							vi.loc=locate(here.x+x_pos,here.y+y_pos,here.z)
							vi.icon=icon
							vi.mouse_over_pointer=mouse_over_pointer
							vi.icon_state=state
							vi.density=dense
							vi.layer=layer+layah
							vi.pixel_x=x_off+pixel_x+global_xoff
							vi.pixel_y=y_off+pixel_y+global_yoff
							vi.name=name
							vi.pointer=here
//							overlays+=vi
							here:temps+=vi
							.+=vi
//						world << "[layer] layer4"


				blue_bed
					name="Blue Bed"
					icon='blue bed.dmi'
					icon_state="bed"
					parts=list("1"=list("1",0,0,1,OBJ_LAYER,0,0),
"2"=list("2",0,-1,0,OBJ_LAYER,0,0),
"3"=list("3",1,0,0,OBJ_LAYER,0,0),
"4"=list("4",1,-1,0,OBJ_LAYER,0,0),
"5"=list("5",0,1,0,OBJ_LAYER,0,0),
"6"=list("6",1,1,0,OBJ_LAYER,0,0),
"7"=list("7",0,2,0,11,0,0),
"8"=list("8",1,2,0,11,0,0),
"9"=list("high 1",0,1,0,11,0,0),
"10"=list("high 2",1,1,0,11,0,0))

				red_bed
					name="Red Bed"
					icon='red bed.dmi'
					icon_state="bed"
					parts=list("1"=list("1",0,0,1,OBJ_LAYER,0,0),
"2"=list("2",0,-1,0,OBJ_LAYER,0,0),
"3"=list("3",1,0,0,OBJ_LAYER,0,0),
"4"=list("4",1,-1,0,OBJ_LAYER,0,0),
"5"=list("5",0,1,0,OBJ_LAYER,0,0),
"6"=list("6",1,1,0,OBJ_LAYER,0,0),
"7"=list("7",0,2,0,11,0,0),
"8"=list("8",1,2,0,11,0,0),
"9"=list("high 1",0,1,0,11,0,0),
"10"=list("high 2",1,1,0,11,0,0))

				black_bed
					name="Black Bed"
					icon='black bed.dmi'
					icon_state="bed"
					global_xoff=16
					global_yoff=-11
					parts=list("1"=list("1",0,0,0,OBJ_LAYER,0,0),
"2"=list("2",1,0,1,OBJ_LAYER,0,0),
"3"=list("3",0,1,0,OBJ_LAYER,0,0),
"4"=list("4",1,1,0,OBJ_LAYER,0,0),
"5"=list("5",0,2,0,OBJ_LAYER,0,0),
"6"=list("6",1,2,0,OBJ_LAYER,0,0),
"7"=list("high 1",0,1,0,11,0,0),
"8"=list("high 2",1,1,0,11,0,0))


				cel_shelf_1
					name="Shelf"
					icon='celianna.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("2,6",0,0,1,OBJ_LAYER,0,-14),
"2"=list("3,6",1,0,1,OBJ_LAYER,0,-14),
"3"=list("2,7",0,1,1,OBJ_LAYER,0,-14),
"4"=list("3,7",1,1,1,OBJ_LAYER,0,-14))

				cel_stove_1
					name="Stove"
					icon='celianna.dmi'
					icon_state="circ"
					mouse_over_pointer='cursor_use.dmi'
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("6,2",0,0,1,OBJ_LAYER,0,-14),
"2"=list("7,2",1,0,1,OBJ_LAYER,0,-14),
"3"=list("6,3",0,1,1,OBJ_LAYER,0,-14),
"4"=list("7,3",1,1,1,OBJ_LAYER,0,-14))



				cel_alchemy
					name="Alchemy Station"
					icon='tilec_interiors.dmi'
					icon_state="circ"
					mouse_over_pointer='cursor_use.dmi'
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,4",0,0,0,OBJ_LAYER,0,0),
"2"=list("1,3",0,1,1,OBJ_LAYER,0,0))


				hei_table_1
					name="Table"
					icon='heissman1.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("8,2",0,0,1,OBJ_LAYER,0,-20),
"2"=list("9,2",1,0,1,OBJ_LAYER,0,-20),
"3"=list("8,3",0,1,0,MOB_LAYER+20,0,-20),
"4"=list("9,3",1,1,0,MOB_LAYER+20,0,-20))

				royal_single
					name="Royal Bed"
					icon='royal bed.dmi'
					icon_state="bed"
					density=0
					pixel_x=-16
					pixel_y=12
					parts=list("1"=list("2,0",0,0,0,OBJ_LAYER,0,0),
"2"=list("3,0",1,0,0,OBJ_LAYER,0,0),
"3"=list("2,1",0,1,1,11,0,0),
"4"=list("3,1",1,1,0,11,0,0),
"5"=list("2,2",0,2,0,OBJ_LAYER,0,0),
"6"=list("3,2",1,2,0,OBJ_LAYER,0,0))

				straw_maw
					name="Straw Mat"
					icon_state="mat"
					icon='atlas building.dmi'
					parts=list("1"=list("11,9",0,0,0,OBJ_LAYER,0,0),
"2"=list("12,9",1,0,0,OBJ_LAYER,0,0),
"3"=list("11,10",0,1,0,OBJ_LAYER,0,0),
"4"=list("12,10",1,1,0,OBJ_LAYER,0,0),
"5"=list("11,11",0,2,0,OBJ_LAYER,0,0),
"6"=list("12,11",1,2,0,OBJ_LAYER,0,0)) // list(istate,x pos,y pos,density,layer,x offset, y offset)

				couch1
					name="Couch"
					desc="A couch with two cushions."
					icon='couch1_32.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,0,OBJ_LAYER,0,0),
"2"=list("2",1,0,0,OBJ_LAYER,0,0))

				couch2
					name="Couch"
					desc="A wider couch with three cushions."
					icon='couch2_32.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,0,OBJ_LAYER,0,0),
"2"=list("2",1,0,0,OBJ_LAYER,0,0))

				wide_bench
					name="Wide Bench"
					desc="A wide, wooden bench."
					icon='bench_32.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,0,OBJ_LAYER,0,0),
"2"=list("2",1,0,0,OBJ_LAYER,0,0))
				wide_painting
					name="Wide Painting"
					desc="You can title this painting whatever silly title you want, but it's still a painting."
					icon='giantp_32.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,0,OBJ_LAYER,0,0),
"2"=list("2",1,0,0,OBJ_LAYER,0,0))

				oniga_changing_board
					name="Changing Board"
					desc="An Onigan styled board to hide you while you're changing."
					icon='oniga changing board.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,1,OBJ_LAYER,0,0),
"2"=list("2",1,0,1,OBJ_LAYER,0,0),
"3"=list("3",2,0,0,11,0,0),
"4"=list("4",0,1,0,11,0,0),
"5"=list("5",1,1,0,11,0,0),
"6"=list("6",2,1,0,11,0,0))

				oniga_green_futon
					name="Green Futon"
					desc="A simple, green futon to sleep on."
					icon='oniga green futon.dmi'
					density=0
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,0,1,OBJ_LAYER,0,-16),
"2"=list("2",0,1,0,11,0,-16),
"3"=list("3",0,2,0,OBJ_LAYER,0,-16))

				big_tree
					name="Big Tree"
					desc="This is a real tree. And not a painting at all. I promise."
					icon='bigtree_32.dmi'
					density=0
					icon_state="tree"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1",0,1,0,MOB_LAYER+20,0,0),
"2"=list("2",0,0,1,OBJ_LAYER,0,0),
"3"=list("3",1,0,1,OBJ_LAYER,0,0),
"4"=list("4",1,1,0,MOB_LAYER+20,0,0))

				mage_long_table
					name="Long Dark Wood Table"
					icon='celianna.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,8",0,0,1,OBJ_LAYER,0,0),
"2"=list("1,9",0,1,1,OBJ_LAYER,0,0))

				mage_bookshelf_1
					name="Mage Bookshelf 1"
					icon='celianna.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,0",0,0,1,MOB_LAYER+20,0,0),
"2"=list("0,1",0,1,0,MOB_LAYER+20,0,0))
				mage_bookshelf_2
					name="Mage Bookshelf 2"
					icon='celianna.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,2",0,0,1,MOB_LAYER+20,0,0),
"2"=list("0,3",0,1,0,MOB_LAYER+20,0,0))
				mage_drawers
					name="Mage Drawers"
					icon='celianna.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,2",0,0,1,MOB_LAYER+20,0,0),
"2"=list("1,3",0,1,0,MOB_LAYER+20,0,0))
				mage_fireplace
					name="Mage Fireplace"
					icon='inn.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("6,12",0,0,0,OBJ_LAYER,0,0),"2"=list("7,12",1,0,0,OBJ_LAYER,0,0),"3"=list("8,12",2,0,0,OBJ_LAYER,0,0),
"4"=list("l2",0,1,1,OBJ_LAYER,0,0),"5"=list("7,13",1,1,1,OBJ_LAYER,0,0),"6"=list("r2",2,1,1,OBJ_LAYER,0,0),
"7"=list("l3",0,2,1,OBJ_LAYER,0,0),"8"=list("7,14",1,2,1,OBJ_LAYER,0,0),"9"=list("r3",2,2,1,OBJ_LAYER,0,0),
"10"=list("l4",0,3,1,OBJ_LAYER,0,0),"11"=list("m4",1,3,1,OBJ_LAYER,0,0),"12"=list("r4",2,3,1,OBJ_LAYER,0,0))
				knight_banner
					name="Knight Banner"
					icon='Marble-Chess.dmi'
					icon_state="knightflag"
					density=0
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("knightflag",0,0,0,MOB_LAYER+50,0,0),"2"=list("flagbottom",0,-1,0,MOB_LAYER+50,0,0))
				rook_banner
					name="Rook Banner"
					icon='Marble-Chess.dmi'
					icon_state="rookflag"
					density=0
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("rookflag",0,0,0,MOB_LAYER+50,0,0),"2"=list("flagbottom",0,-1,0,MOB_LAYER+50,0,0))

				black_knight
					name="Black Knight Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,1",0,0,1,OBJ_LAYER,0,0),"2"=list("0,2",0,1,0,MOB_LAYER+50,0,0))
				black_rook
					name="Black Rook Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,3",0,0,1,OBJ_LAYER,0,0),"2"=list("0,4",0,1,0,MOB_LAYER+50,0,0))
				black_bishop
					name="Black Bishop Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,5",0,0,1,OBJ_LAYER,0,0),"2"=list("0,6",0,1,0,MOB_LAYER+50,0,0))
				black_pawn
					name="Black Pawn Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,9",0,0,1,OBJ_LAYER,0,0),"2"=list("1,10",0,1,0,MOB_LAYER+50,0,0))
				black_king
					name="Black King Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,7",0,0,1,OBJ_LAYER,0,0),"2"=list("0,10",0,1,0,MOB_LAYER+50,0,0))
				black_queen
					name="Black Queen Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("0,9",0,0,1,OBJ_LAYER,0,0),"2"=list("0,8",0,1,0,MOB_LAYER+50,0,0))

				white_knight
					name="White Knight Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,5",0,0,1,OBJ_LAYER,0,0),"2"=list("1,6",0,1,0,MOB_LAYER+50,0,0))
				white_rook
					name="White Rook Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,3",0,0,1,OBJ_LAYER,0,0),"2"=list("1,4",0,1,0,MOB_LAYER+50,0,0))
				white_bishop
					name="White Bishop Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,7",0,0,1,OBJ_LAYER,0,0),"2"=list("1,8",0,1,0,MOB_LAYER+50,0,0))
				white_pawn
					name="White Pawn Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("2,9",0,0,1,OBJ_LAYER,0,0),"2"=list("2,10",0,1,0,MOB_LAYER+50,0,0))
				white_king
					name="White King Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("2,7",0,0,1,OBJ_LAYER,0,0),"2"=list("2,8",0,1,0,MOB_LAYER+50,0,0))
				white_queen
					name="White Queen Statue"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("1,1",0,0,1,OBJ_LAYER,0,0),"2"=list("1,2",0,1,0,MOB_LAYER+50,0,0))

				plant_pillar
					name="Plant Pillar"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("10,12",0,0,1,OBJ_LAYER,0,0),"2"=list("10,13",0,1,0,MOB_LAYER+50,0,0))
				barrel_plant
					name="Barrel Plant"
					icon='chaturanga supplement.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("9,12",0,0,1,OBJ_LAYER,0,0),"2"=list("9,13",0,1,0,MOB_LAYER+50,0,0))

				candle_stand
					name="Church Candle Stand"
					icon='church_interior.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("6,12",0,0,1,OBJ_LAYER,0,0),"2"=list("6,13",0,1,0,MOB_LAYER+50,0,0))

				church_throne
					name="Throne"
					icon='church_interior.dmi'
					icon_state="circ"
					density=0
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("7,17",0,0,0,OBJ_LAYER,0,0),"2"=list("7,18",0,1,0,MOB_LAYER+50,0,0))

				church_pillar
					name="Church Pillar"
					icon='church_interior.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("6,16",0,0,1,OBJ_LAYER,0,0),"2"=list("6,17",0,1,0,MOB_LAYER+50,0,0),"3"=list("6,18",0,2,0,MOB_LAYER+50,0,0))
				church_couch
					name="Church Couch"
					icon='church_interior.dmi'
					icon_state="circ"
					density=0
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("6,14",0,0,0,OBJ_LAYER,0,0),"4"=list("7,14",1,0,0,OBJ_LAYER,0,0),"2"=list("6,15",0,1,0,MOB_LAYER+50,0,0),"3"=list("7,15",1,1,0,MOB_LAYER+50,0,0))
				church_pew_table
					name="Church Pew Table"
					icon='church_interior.dmi'
					icon_state="circ"
					// list(istate,x pos,y pos,density,layer,x offset, y offset)
					parts=list("1"=list("3,18",-1,0,0,OBJ_LAYER,0,0),"2"=list("5,18",1,0,0,OBJ_LAYER,0,0),"3"=list("4,18",0,0,0,OBJ_LAYER,0,0))


			turnable
				water_fountain
					name="Water Fountain"
					icon='SL2Furniture..dmi'
					icon_state="fountain"
				candles
					name="Candles"
					icon='SL2Furniture..dmi'
					icon_state="Candle"
				thinker
					name="Statue: The Considerer"
					icon='statues.dmi'
					icon_state="thinker"
				lady
					name="Statue: The Lady"
					icon='statues.dmi'
					icon_state="lady"
				bush
					name="Hedge"
					icon='hedge.dmi'
					icon_state="normal"
				bush_flower
					name="Flowery Hedge"
					icon='hedge.dmi'
					icon_state="flowery"



			mount
				name="Item Mount"
				icon='equip display furn.dmi'
				var
					obj/item/display
					obj/mount_display/dis
					set_scale=100
					set_rotate=0
					set_px=0
					set_py=0
				rack
					icon_state="rack"
				hanger
					icon_state="hanger"
				plaque
					icon_state="plaque"
				pedestal
					icon_state="pedestal"
				stand
					icon_state="stand"
				mount
					icon_state="mount"



			storage
				mouse_over_pointer='cursor_use.dmi'

				barrel
					name="Barrel"
					desc="A simple barrel, which can hold anything. Also the center of many cheesey riddles. (Max Items: 3)"
					icon_state="barrel"
				bookshelf
					name="Bookshelf"
					desc="A bookshelf can hold anything but usually it's a good idea to put books on it. (Max Item Types: 4)"

					icon_state="bookshelf"

				drawer
					name="Drawer"
					desc="This is a roomy drawer and it can hold... items! (Max Item Types: 5)"

					icon_state="drawer"
				armoire
					name="Armoire"
					desc="Armoires are used to store clothes normally, but you can store whatever you want in it. (Max Item Types: 5)"

					icon_state="armoire"
				oniga_shelves
					name="Eastern Shelves"
					desc="A set of shelves in the style of Oniga."

					icon='oniga expansion.dmi'
					icon_state="emptyshelves"

				oniga_chest
					name="Flat Chest"
					desc="A chest which is also very flat, making it easier to store under a bed."

					icon='oniga expansion.dmi'
					icon_state="flatchest"
				wooden_crate
					name="Wooden Crate"
					desc="A wooden crate that can hold a variety of things in it. (Max Item Types: 7)"

					icon='Disc Stately.dmi'
					icon_state="Wooden Crate"


			door
				name="Door"
				density=1
				opacity=1
				layer=8
				mouse_over_pointer='cursor_use.dmi'
				desc="Doors provide an entryway into other rooms, and can be open and closed, as you'd expect."
				var
					locked=0
					lock_string
					open_state="open"
					closed_state="closed"
					open=0
					change_opacity=1 // Toggles whether or not the opacity should be changed.
					list
						extras



				New()
					..()
					icon_state="[open ? "[open_state]" : "[closed_state]"]"
					underlays=list()
					for(var/X in extras)
						var/obj/Z=new
						Z.icon=icon
						Z.icon_state=X
						underlays+=Z

				DblClick()
					if(usr in view(1,src))
						Open_Door()
					else
						..()

				verb
					Knock()
						set src in oview(1)
						do_knock(usr)

					Open_Door()
						set src in oview(1)
						attempt_swing(usr)
				proc

					can_swing()
						.=1
						if(locked==1) return 0
						for(var/mob/X in loc)
							return 0
					attempt_swing(mob/combat/user)
						if(can_swing())
							swing()
						else
							view(1,src) << "Either the door is locked, or something is in the way."
					swing()
						open=!open
						if(open)
							icon_state=open_state
							density=0
							if(change_opacity) opacity=0
						else
							icon_state=closed_state
							density=1
							if(change_opacity) opacity=1
					do_knock(mob/combat/user)
						view(8,src) << "<i>Knock, knock...</i>"
						var/obj/A=new(src.loc)
						A.icon='knocking.dmi'
						A.layer=src.layer+1
						flick(A,"new")
						sleep(60)
						del(A)

				atlantis
					icon='atlantis.dmi'
				elements
					icon='bnbexpansion.dmi'
					open_state="metaldoor_open"
					closed_state="metaldoor_closed"
				elegant
					icon='elegant.dmi'
				crimson1
					icon='halloweenitems.dmi'
				crimson2
					icon='halloweenitems.dmi'
					open_state="curtain_open"
					closed_state="curtain_closed"
				heart
					icon='Heart Dungeon.dmi'
					open_state="Heart Door Open"
					closed_state="Heart Door Closed"
				rusty
					icon='indoor players 2.dmi'
					open_state="rusty door open"
					closed_state="rusty door closed"
				monochrome
					icon='monochrome.dmi'
				moon
					icon='moontemple.dmi'
				mystic
					icon='mysticforest.dmi'
					open_state="dooropen"
					closed_state="doorclosed"
				tavern
					icon='tavern_expansion.dmi'
				cloth_1
					icon='player house.dmi'
					open_state="cloth door open"
					closed_state="cloth door"
				cloth_2
					icon='player house.dmi'
					open_state="cloth door open"
					closed_state="cloth door 2"
				cloth_3
					icon='player house.dmi'
					open_state="cloth door open"
					closed_state="blood door"
				wood_1
					icon='player house.dmi'
					open_state="wooden door open"
					closed_state="wooden door"
				stone_1
					icon='player house.dmi'
					open_state="wooden door open"
					closed_state="stone door"
				oniga_1
					icon='oniga expansion.dmi'
					open_state="door open"
					closed_state="door closed"
				cabin_1
					icon='Disc Cabin.dmi'
					open_state="Mohagany Log Door (open)"
					closed_state="Mohagany Log Door (closed)"
					extras=list("door under")
					layer=50
				cabin_2
					icon='Disc Cabin.dmi'
					open_state="Pine Log Door (open)"
					closed_state="Pine Log Door (closed)"
					extras=list("door under")
					layer=50

				chess_1
					icon='Marble-Chess.dmi'
					open_state="blackdooropen"
					closed_state="blackdoor"
				chess_2
					icon='Marble-Chess.dmi'
					open_state="whitedooropen"
					closed_state="whitedoor"
				chess_3
					icon='Marble-Chess.dmi'
					open_state="chessdooropen"
					closed_state="chessdoor"



			sign
				name="Sign"
				density=1
				desc="Signs can be placed anywhere in a home, and their text can be altered and read."
				icon_state="sign"
				var
					sign_text="This sign is boring!"
				verb
					Read_Sign()
						set src in view()
						var/html="<TITLE>[name]</TITLE>[sign_text]"
						usr << browse(html,"window=[name];size=300x450")
				wood_sign
					icon='player house.dmi'
				jack_sign
					icon='player house.dmi'
					icon_state="jack sign"
				heart_sign
					icon='Heart Dungeon.dmi'
					icon_state="Heart Sign"
				fancy
					icon='indoor players 2.dmi'
					icon_state="fancy sign"
				rusty
					icon='indoor players 2.dmi'
					icon_state="rusty sign"
				natural
					icon='indoor players 2.dmi'
					icon_state="natural sign"
				tavern
					icon='tavern_expansion.dmi'
					icon_state="notice_board"

			anvil
				name="Anvil"
				desc="Your standard anvil, great for hammering things! (Can be used while placed to Forge.)"
				icon='anvil.dmi'
				icon_state="anvil"
				mouse_over_pointer='cursor_use.dmi'


			chopping_board
				name="Chopping Board"
				desc="This chopping board can be used to chop things! (Double clicking it while placed will allow you to Chop.)"
				icon='chopping board.dmi'
				icon_state="board"
				mouse_over_pointer='cursor_use.dmi'


			sink
				name="Sink"
				desc="A sink can be used for many things; I recommend mixing. (Double clicking it while placed will allow you to Mix.)"
				icon='sink.dmi'
				icon_state="sink"
				mouse_over_pointer='cursor_use.dmi'


			enchant
				name="Enchanting Altar"
				icon='player house.dmi'
				icon_state="enchant"
				desc="An altar suitable for the delicate process of enchanting items. (Double clicking it while placed will allow you to use Enchant.)"
				mouse_over_pointer='cursor_use.dmi'


			test_table
				icon_state="small table"
			test_bookshelf
				icon_state="bookshelf weapons"

			seat
				name="Seat"
				icon='seats.dmi'
				desc="A seat is a nice place to sit, so I hear. (While in a seat, you can use Shift+Direction to change its facing direction."
				density=0
				New()
					..()
					overlays=list()
					var/obj/Z=new
					Z.layer=12
					Z.icon=icon
					Z.icon_state="overlay"
					overlays+=Z


				pub
					pink

				invisible

					New()
						..()
						icon=null
						overlays=list()
					chaturanga
						New()
							..()
							icon_state="invis"
							overlays=list()
						pixel_y=10
				seat2
					icon='seats2.dmi'
				oniga_cushion
					icon='oniga expansion.dmi'
					icon_state="cushion"
				cabin_stool
					icon='Disc Cabin.dmi'
					icon_state="Wooden Stool"
				church_stool
					name="Church Stool"
					icon='church_interior.dmi'
					icon_state="7,16"
				tyrant_throne
					name="Tyrant's Throne"
					icon='indoor players 2.dmi'
					icon_state="throne"

			painting
				name="Painting"
				icon='paintings.dmi'
				_1
					icon_state="1"
				_2
					icon_state="2"
				_3
					icon_state="3"
				_4
					icon_state="4"
				_5
					icon_state="5"
				wall_scroll
					name="Wall Scroll"
					icon='oniga expansion.dmi'
					icon_state="scroll"
				wall_map
					name="Wall Map"
					icon='Disc Stately.dmi'
					icon_state="Wall Map"

			small_table
				name="Small Table"
				icon_state="small table"
				desc="A small table. What were you expecting?"
			end_table
				name="End Table"
				icon_state="table"
				desc="A square table that might be used to hold a vase or something."
			oniga_table
				name="Eastern Table"
				icon='oniga expansion.dmi'
				icon_state="table"
				desc="A small table, from the eastern realms."
			clock
				name="Grandfather Clock"
				icon_state="grandfather clock"
				desc="A clock that will display the time. (To view time, right-click the item.)"
				verb
					look_at_clock()
						set src in view(10)
						usr << "The time is currently: Hour [time.hour]."
			easel
				name="Easel"
				icon_state="easel"
				desc="A blank easel, giving others the impression you're a painter."
			fountain
				name="Fountain"
				icon_state="fountain"
				desc="A simple, clean fountain."
			harp
				name="Harp"
				icon_state="harp"
				desc="A large standing harp, for all the musicians."
			small_table_2
				name="Small Table"
				icon='dungeonex.dmi'
				icon_state="3,9"
				desc="A small table!"
			tall_lamp
				name="Tall Lamp"
				icon='SL2Furniture..dmi'
				icon_state="Lamp"
				desc="A tall, standing lamp."
			table_lamp
				name="Table Lamp"
				icon='SL2Furniture..dmi'
				icon_state="TableLamp"
				layer=OBJ_LAYER+1
				desc="A lamp made to be put on a table."
			table_journal
				name="Table Journal"
				icon='SL2Furniture..dmi'
				icon_state="TableJournal"
				layer=OBJ_LAYER+1
				desc="A decorative journal."
			table_flowers
				name="Table Flowers"
				icon='SL2Furniture..dmi'
				icon_state="TableFlowers"
				layer=OBJ_LAYER+1
				desc="Flowers that might like to be put on a table."
			flowers_1
				name="Roses"
				icon='flowers crimson.dmi'
				icon_state="red"
				layer=OBJ_LAYER+1
				desc="Flowers! Roses maybe. They're red. Red as roses."
			flowers_2
				name="Sunflowers"
				icon='flowers crimson.dmi'
				icon_state="yellow"
				layer=OBJ_LAYER+1
				desc="Flowers! Probably sunflowers. They're definitely similar."
			flowers_3
				name="Flower Trough"
				icon='Disc Stately.dmi'
				icon_state="Flower Trough"
				layer=OBJ_LAYER+1
				desc="These here flowers are in a trough. It's true!"
			bonsai
				name="Bonsai"
				icon='oniga expansion.dmi'
				icon_state="bonsai"
				layer=OBJ_LAYER+1
				desc="An eastern bonsai plant."
			pillar_plant
				name="Pillar Plant"
				icon='Disc Stately.dmi'
				icon_state="Pillar Plant"
				layer=OBJ_LAYER+1
				desc="An elegant plant on a pillar."
			potted_plant_1
				name="Potted Plants"
				icon='chaturanga supplement.dmi'
				icon_state="0,0"
				layer=OBJ_LAYER+1
				desc="Potted plant."
			potted_plant_2
				name="Potted Plants"
				icon='chaturanga supplement.dmi'
				icon_state="1,0"
				layer=OBJ_LAYER+1
				desc="Potted plant."

			bench
				name="Bench"
				icon='bench seat.dmi'
				density=0
				desc="A simple, wooden seat."
			window
				name="Window"
				icon='windows.dmi'
				icon_state="normal"
				desc="A simple window."
			window2
				name="Window (Drapes)"
				icon='windows.dmi'
				icon_state="drapes"
				desc="A simple window with drapes."
			window3
				name="Window (Wooden)"
				icon='Disc Stately.dmi'
				icon_state="Wooden Window"
				desc="A wooden window. The texture is almost... Milky."
			window4
				name="Window"
				icon='chaturanga supplement.dmi'
				icon_state="3,2"
				desc="A simple window."
			window5
				name="Window"
				icon='chaturanga supplement.dmi'
				icon_state="3,3"
				desc="A simple window."

			fireplace
				name="Fireplace"
				icon='fireplaces.dmi'
				icon_state="brick"
				desc="A red bricked fireplace."
			fireplace2
				name="Fireplace"
				icon='fireplaces.dmi'
				icon_state="mold"
				desc="A white mold fireplace."

			wall_lamp
				name="Mounted Wall Lamp"
				icon='Disc Cabin.dmi'
				icon_state="Mounted Wall Lamp"
				desc="A lamp is mounted to the wall with what appear to be stroodles. Or nails? No idea."
			wall_bookshelf
				name="Mounted Bookshelf"
				icon='Disc Stately.dmi'
				icon_state="Mounted Bookshelf"
				desc="This bookshelf will stay on the wall, held up by the power of stroodles."
			trophy_antlers
				name="Trophy Antlers"
				icon='Disc Cabin.dmi'
				icon_state="Trophy Antlers"
				desc="These horns belonged to something that... well, let's just say they do not belong to them anymore."

			dark_small_table
				name="Small Dark Wood Table"
				icon='celianna.dmi'
				icon_state="1,8"
				desc="A small table. This one is darker than other tables. Not that there's anything wrong with that."

			candle
				name="Church Candle"
				icon='church_interior.dmi'
				icon_state="4,17"
				desc="A black, metal candle that is made to hang on a wall."


obj
	visual
		var
			tmp
				obj/items/furniture/buildup/pointer
