-
-
Notifications
You must be signed in to change notification settings - Fork 444
/
Copy pathtables_racks.dm
699 lines (612 loc) · 22.8 KB
/
tables_racks.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
density = TRUE
anchored = TRUE
layer = TABLE_LAYER
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
max_integrity = 100
integrity_failure = 30
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_TABLES
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/buildstack = /obj/item/stack/sheet/metal
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = 1
/obj/structure/table/Initialize(mapload)
. = ..()
AddElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
AddElement(/datum/element/climbable)
AddComponent(/datum/component/surgery_bed, \
success_chance = 0.8, \
)
/** Performs a complex check for toe stubbing as people would scream "IMPROVE DONT REMOVE" if I had my way.
* Uses an early probability based return for to save cycles which is perfectly valid since the highest probability is 20 anyway.
* Chance of getting your toe stubbed: (regular = 0.033%, running = 0.1%, blind = 20%, blurry_eyes = 2%, congenitally blind = 1% )
* Chance goes up if you go fast, such as with meth. So does damage.
*/
/obj/structure/table/Bumped(mob/living/carbon/human/H)
. = ..()
if(prob(80))
return
if(!istype(H) || H.shoes || !(H.mobility_flags & MOBILITY_STAND) || !H.dna.species.has_toes())
return
var/speed_multiplier = 2/H.cached_multiplicative_slowdown
var/blindness_multiplier = 1
if(H.eye_blurry)
blindness_multiplier = 4
if(H.eye_blind)
blindness_multiplier = 200
if(HAS_TRAIT_FROM(H, "blind", ROUNDSTART_TRAIT))
blindness_multiplier = 2
var/chance = 0.5*blindness_multiplier*speed_multiplier
if(prob(chance))
to_chat(H, span_warning("You stub your toe on the [name]!"))
H.visible_message("[H] stubs their toe on the [name].")
H.emote("scream")
var/shiddedleg = pick(BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_PRECISE_L_FOOT)
H.apply_damage(2*speed_multiplier, BRUTE, def_zone = shiddedleg)
H.apply_damage(30*speed_multiplier, STAMINA, def_zone = shiddedleg)
H.Paralyze(10*speed_multiplier)
/obj/structure/table/examine(mob/user)
. = ..()
if(!(flags_1 & NODECONSTRUCT_1))
. += deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
return span_notice("The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.")
/obj/structure/table/update_icon(updates=ALL)
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/table/narsie_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/wood(A)
/obj/structure/table/ratvar_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/reinforced/brass(A)
/obj/structure/table/honk_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/bananium(A)
/obj/structure/table/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/table/attack_hand(mob/living/user, modifiers)
if(Adjacent(user) && user.pulling)
if(isliving(user.pulling))
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
return
if(user.combat_mode)
switch(user.grab_state)
if(GRAB_PASSIVE)
to_chat(user, span_warning("You need a better grip to do that!"))
return
if(GRAB_AGGRESSIVE to GRAB_KILL)
if(do_after(user, 3.5 SECONDS, pushed_mob))
tablepush(user, pushed_mob)
else
pushed_mob.visible_message(span_notice("[user] begins to place [pushed_mob] onto [src]..."), \
span_userdanger("[user] begins to place [pushed_mob] onto [src]..."))
if(do_after(user, 3.5 SECONDS,pushed_mob))
tableplace(user, pushed_mob)
else
return
user.stop_pulling()
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message(span_notice("[user] places [user.pulling] onto [src]."),
span_notice("You place [user.pulling] onto [src]."))
user.stop_pulling()
return ..()
/obj/structure/table/attack_tk()
return FALSE
/obj/structure/table/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return TRUE
if(iscarbon(mover))
var/mob/living/carbon/C = mover
var/obj/item/tank/jetpack/jetpacktable = C.get_jetpack()
if(jetpacktable && jetpacktable.on && !has_gravity(C))
return 1
if(mover.throwing)
return TRUE
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
/obj/structure/table/CanAStarPass(ID, dir, caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
SEND_SIGNAL(user, COMSIG_MOB_TABLING)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
pushed_mob.visible_message(span_notice("[user] places [pushed_mob] onto [src]."), \
span_notice("[user] places [pushed_mob] onto [src]."))
log_combat(user, pushed_mob, "places", null, "onto [src]")
/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
var/added_passtable = FALSE
if(!(pushed_mob.pass_flags & PASSTABLE))
added_passtable = TRUE
pushed_mob.pass_flags |= PASSTABLE
SEND_SIGNAL(user, COMSIG_MOB_TABLING)
pushed_mob.Move(src.loc)
if(added_passtable)
pushed_mob.pass_flags &= ~PASSTABLE
if(pushed_mob.loc != loc) //Something prevented the tabling
return
pushed_mob.Paralyze(40)
pushed_mob.visible_message(span_danger("[user] pushes [pushed_mob] onto [src]."), \
span_userdanger("[user] pushes [pushed_mob] onto [src]."))
log_combat(user, pushed_mob, "tabled", null, "onto [src]")
if(!ishuman(pushed_mob))
return
var/mob/living/carbon/human/H = pushed_mob
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/rsf)) // Stops RSF from placing itself instead of glasses
return
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
user.visible_message("[user] empties [I] on [src].")
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(!user.combat_mode && !HAS_TRAIT(I, TRAIT_NODROP) && !(I.item_flags & ABSTRACT)) // if you can't drop it, you can't place it on the table
if(user.transferItemToLoc(I, drop_location()))
var/list/click_params = params2list(params)
//Center the icon where the user clicked.
if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
return 1
else if(!user.combat_mode && !(I.item_flags & ABSTRACT)) // can't drop the item but not in combat mode, try deconstructing instead
return attackby_secondary(I, user, params)
else
return ..()
/obj/structure/table/attackby_secondary(obj/item/weapon, mob/user, params) // right click to deconstruct
if(!(flags_1 & NODECONSTRUCT_1) && deconstruction_ready)
if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, span_notice("You start disassembling [src]..."))
if(weapon.use_tool(src, user, 20, volume=50))
deconstruct(TRUE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(weapon.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You start deconstructing [src]..."))
if(weapon.use_tool(src, user, 40, volume=50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
deconstruct(TRUE, 1)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = get_turf(src)
new buildstack(T, buildstackamount)
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.construction_mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 24, "cost" = 16)
return FALSE
/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, span_notice("You deconstruct the table."))
qdel(src)
return TRUE
return FALSE
/*
* Glass tables
*/
/obj/structure/table/glass
name = "glass table"
desc = "What did I say about leaning on the glass tables? Now you need surgery."
icon = 'icons/obj/smooth_structures/glass_table.dmi'
icon_state = "glass_table-0"
base_icon_state = "glass_table"
buildstack = /obj/item/stack/sheet/glass
smoothing_groups = SMOOTH_GROUP_GLASS_TABLES
canSmoothWith = SMOOTH_GROUP_GLASS_TABLES
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/Initialize(mapload)
. = ..()
debris += new frame
debris += new /obj/item/shard
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/table/glass/Destroy()
QDEL_LIST(debris)
. = ..()
/obj/structure/table/glass/proc/on_entered(datum/source, atom/movable/AM, ...)
if(flags_1 & NODECONSTRUCT_1)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
addtimer(CALLBACK(src, PROC_REF(throw_check), AM), 5)
else
check_break(AM)
/obj/structure/table/glass/proc/throw_check(mob/living/M)
if(M.loc == get_turf(src))
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/living/L)
visible_message(span_warning("[src] breaks!"),
span_danger("You hear breaking glass."))
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, 1)
for(var/I in debris)
var/atom/movable/AM = I
AM.forceMove(T)
debris -= AM
if(istype(AM, /obj/item/shard))
AM.throw_impact(L)
L.Paralyze(100)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
..()
return
else
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, 1)
for(var/X in debris)
var/atom/movable/AM = X
AM.forceMove(T)
debris -= AM
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/shard/S in debris)
S.color = NARSIE_WINDOW_COLOUR
/*
* Wooden tables
*/
/obj/structure/table/wood
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon = 'icons/obj/smooth_structures/wood_table.dmi'
icon_state = "wood_table-0"
base_icon_state = "wood_table"
frame = /obj/structure/table_frame/wood
framestack = /obj/item/stack/sheet/mineral/wood
buildstack = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 70
smoothing_groups = SMOOTH_GROUP_WOOD_TABLES //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_WOOD_TABLES
/obj/structure/table/wood/narsie_act(total_override = TRUE)
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/poker_table.dmi'
icon_state = "poker_table-0"
base_icon_state = "poker_table"
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/poker/narsie_act()
..(FALSE)
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/structures.dmi'
icon_state = "fancy_table"
base_icon_state = "fancy_table"
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
smoothing_groups = SMOOTH_GROUP_FANCY_WOOD_TABLES //Don't smooth with SMOOTH_GROUP_TABLES or SMOOTH_GROUP_WOOD_TABLES
canSmoothWith = SMOOTH_GROUP_FANCY_WOOD_TABLES
var/smooth_icon = 'icons/obj/smooth_structures/fancy_table.dmi' // see Initialize()
/obj/structure/table/wood/fancy/Initialize(mapload)
. = ..()
// Needs to be set dynamically because table smooth sprites are 32x34,
// which the editor treats as a two-tile-tall object. The sprites are that
// size so that the north/south corners look nice - examine the detail on
// the sprites in the editor to see why.
icon = smooth_icon
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black"
base_icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
smooth_icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
/obj/structure/table/wood/fancy/blue
icon_state = "fancy_table_blue"
base_icon_state = "fancy_table_blue"
buildstack = /obj/item/stack/tile/carpet/blue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_blue.dmi'
/obj/structure/table/wood/fancy/cyan
icon_state = "fancy_table_cyan"
base_icon_state = "fancy_table_cyan"
buildstack = /obj/item/stack/tile/carpet/cyan
smooth_icon = 'icons/obj/smooth_structures/fancy_table_cyan.dmi'
/obj/structure/table/wood/fancy/green
icon_state = "fancy_table_green"
base_icon_state = "fancy_table_green"
buildstack = /obj/item/stack/tile/carpet/green
smooth_icon = 'icons/obj/smooth_structures/fancy_table_green.dmi'
/obj/structure/table/wood/fancy/orange
icon_state = "fancy_table_orange"
base_icon_state = "fancy_table_orange"
buildstack = /obj/item/stack/tile/carpet/orange
smooth_icon = 'icons/obj/smooth_structures/fancy_table_orange.dmi'
/obj/structure/table/wood/fancy/purple
icon_state = "fancy_table_purple"
base_icon_state = "fancy_table_purple"
buildstack = /obj/item/stack/tile/carpet/purple
smooth_icon = 'icons/obj/smooth_structures/fancy_table_purple.dmi'
/obj/structure/table/wood/fancy/red
icon_state = "fancy_table_red"
base_icon_state = "fancy_table_red"
buildstack = /obj/item/stack/tile/carpet/red
smooth_icon = 'icons/obj/smooth_structures/fancy_table_red.dmi'
/obj/structure/table/wood/fancy/royalblack
icon_state = "fancy_table_royalblack"
base_icon_state = "fancy_table_royalblack"
buildstack = /obj/item/stack/tile/carpet/royalblack
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblack.dmi'
/obj/structure/table/wood/fancy/royalblue
icon_state = "fancy_table_royalblue"
base_icon_state = "fancy_table_royalblue"
buildstack = /obj/item/stack/tile/carpet/royalblue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblue.dmi'
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A reinforced version of the four legged table."
icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
icon_state = "reinforced_table-0"
base_icon_state = "reinforced_table"
deconstruction_ready = 0
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 50
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70, ELECTRIC = 100)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
return span_notice("The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.")
else
return span_notice("The top cover is firmly <b>welded</b> on.")
/obj/structure/table/reinforced/attackby_secondary(obj/item/weapon, mob/user, params)
if(weapon.tool_behaviour == TOOL_WELDER)
if(!weapon.tool_start_check(user, amount=0))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(deconstruction_ready)
to_chat(user, span_notice("You start strengthening the reinforced table..."))
if (weapon.use_tool(src, user, 50, volume=50))
to_chat(user, span_notice("You strengthen the table."))
deconstruction_ready = 0
else
to_chat(user, span_notice("You start weakening the reinforced table..."))
if (weapon.use_tool(src, user, 50, volume=50))
to_chat(user, span_notice("You weaken the table."))
deconstruction_ready = 1
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/obj/structure/table/reinforced/brass
name = "brass table"
desc = "A solid, slightly beveled brass table."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
frame = /obj/structure/table_frame/brass
framestack = /obj/item/stack/tile/brass
buildstack = /obj/item/stack/tile/brass
framestackamount = 1
buildstackamount = 1
smoothing_groups = SMOOTH_GROUP_BRONZE_TABLES //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_BRONZE_TABLES
/obj/structure/table/reinforced/brass/Initialize(mapload)
. = ..()
change_construction_value(2)
/obj/structure/table/reinforced/brass/Destroy()
change_construction_value(-2)
return ..()
/obj/structure/table/reinforced/brass/tablepush(mob/living/user, mob/living/pushed_mob)
.= ..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/obj/structure/table/reinforced/brass/narsie_act()
take_damage(rand(15, 45), BRUTE)
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 0.8 SECONDS)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 0.8 SECONDS)
/obj/structure/table/reinforced/brass/ratvar_act()
update_integrity(max_integrity)
/obj/structure/table/bronze
name = "bronze table"
desc = "A solid table made out of bronze."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
buildstack = /obj/item/stack/tile/bronze
smoothing_groups = SMOOTH_GROUP_BRONZE_TABLES //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_BRONZE_TABLES
/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/*
* Surgery Tables
*/
/obj/structure/table/optable
name = "operating table"
desc = "Used for advanced medical procedures."
icon = 'icons/obj/surgery.dmi'
icon_state = "optable"
buildstack = /obj/item/stack/sheet/mineral/silver
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
can_buckle = TRUE
/obj/structure/table/optable/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_bed, \
success_chance = 1, \
op_computer_linkable = TRUE, \
)
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
visible_message(span_notice("[user] lays [pushed_mob] on [src]."))
/obj/structure/table/optable/debug/Initialize(mapload)
. = ..()
var/datum/component/surgery_bed/SB = GetComponent(/datum/component/surgery_bed)
SB.extra_surgeries = subtypesof(/datum/surgery)
/*
* Racks
*/
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.
max_integrity = 20
/obj/structure/rack/examine(mob/user)
. = ..()
. += span_notice("It's held together by a couple of <b>bolts</b>.")
/obj/structure/rack/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return TRUE
/obj/structure/rack/CanAStarPass(ID, dir, caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
if ((!( istype(O, /obj/item) ) || user.get_active_held_item() != O))
return
if(!user.dropItemToGround(O))
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/rack/attackby(obj/item/W, mob/living/user, params)
if(user.combat_mode)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return TRUE
/obj/structure/rack/attackby_secondary(obj/item/weapon, mob/user, params)
if(weapon.tool_behaviour == TOOL_WRENCH && !(flags_1 & NODECONSTRUCT_1))
weapon.play_tool_sound(src)
deconstruct(TRUE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/obj/structure/rack/attack_paw(mob/living/user)
attack_hand(user)
/obj/structure/rack/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!(user.mobility_flags & MOBILITY_STAND) || user.get_num_legs() < 2)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message(span_danger("[user] kicks [src]."), null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/items/dodgeball.ogg', 80, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 40, 1)
/*
* Rack destruction
*/
/obj/structure/rack/deconstruct(disassembled = TRUE)
if(!(flags_1&NODECONSTRUCT_1))
density = FALSE
var/obj/item/rack_parts/newparts = new(loc)
transfer_fingerprints_to(newparts)
qdel(src)
/*
* Rack Parts
*/
/obj/item/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/frame.dmi'
icon_state = "rack_parts"
flags_1 = CONDUCT_1
materials = list(/datum/material/iron=2000)
var/building = FALSE
var/obj/construction_type = /obj/structure/rack
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/metal(user.loc)
qdel(src)
else
. = ..()
/obj/item/rack_parts/attack_self(mob/user)
if(locate(construction_type) in get_turf(user))
balloon_alert(user, "no room!")
return
if(building)
return
building = TRUE
to_chat(user, span_notice("You start assembling [src]..."))
if(do_after(user, 5 SECONDS, user))
if(!user.temporarilyRemoveItemFromInventory(src))
return
var/obj/structure/R = new construction_type(user.loc)
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", span_notice("You assemble \a [R]."))
R.add_fingerprint(user)
qdel(src)
building = FALSE