/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover,/obj/item/projectile)) return (check_cover(mover,target)) if (flipped == 1) if (get_dir(loc, target) == dir) return !density else return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 if(locate(/obj/structure/table) in get_turf(mover)) return 1 return 0 //checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops. /obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from) var/turf/cover if(flipped==1) cover = get_turf(src) else if(flipped==0) cover = get_step(loc, get_dir(from, loc)) if(!cover) return 1 if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close return 1 if (get_turf(P.original) == cover) var/chance = 20 if (ismob(P.original)) var/mob/M = P.original if (M.lying) chance += 20 //Lying down lets you catch less bullets if(flipped==1) if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets chance += 20 else return 1 //But only from one side if(prob(chance)) health -= P.damage/2 if (health > 0) visible_message("[P] hits \the [src]!") return 0 else visible_message("[src] breaks down!") break_to_parts() return 1 return 1 /obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSTABLE)) return 1 if (flipped==1) if (get_dir(loc, target) == dir) return !density else return 1 return 1 /obj/structure/table/Crossed(var/atom/movable/am as mob|obj) ..() if(ishuman(am)) var/mob/living/carbon/human/H = am if(H.a_intent != I_HELP || H.m_intent == "run") throw_things(H) else if(H.is_diona() || H.species.get_bodytype() == "Heavy Machine") throw_things(H) else if((isliving(am) && !issmall(am)) || isslime(am)) throw_things(am) /obj/structure/table/proc/throw_things(var/mob/living/user) var/list/targets = list(get_step(src,dir),get_step(src,turn(dir, 45)),get_step(src,turn(dir, -45))) var/turf/T = get_turf(src) var/anything_moved = FALSE for (var/obj/item/I in T) if (I.simulated && !I.anchored) INVOKE_ASYNC(I, /atom/movable/.proc/throw_at, pick(targets), 1, 1) anything_moved = TRUE CHECK_TICK if (user && anything_moved) user.visible_message( "[user] kicks everything off [src].", "You kick everything off [src]." ) /obj/structure/table/structure_shaken() ..() throw_things() /obj/structure/table/do_climb(var/mob/living/user) if (!can_climb(user)) return user.visible_message( "[user] starts climbing onto \the [src]!", "You start climbing onto \the [src]!" ) LAZYADD(climbers, user) if(!do_after(user,50)) LAZYREMOVE(climbers, user) return if (!can_climb(user, post_climb_check=1)) LAZYREMOVE(climbers, user) return user.forceMove(get_turf(src)) if (get_turf(user) == get_turf(src)) user.visible_message( "[user] climbs onto \the [src]!", "You climb onto \the [src]!" ) if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.a_intent != I_HELP || H.m_intent == "run") throw_things(H) else if(H.is_diona() || H.species.get_bodytype() == "Heavy Machine") throw_things(H) else if(!issmall(user) || isslime(user)) throw_things(user) LAZYREMOVE(climbers, user) /obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return ..() if(isrobot(user)) return user.drop_item() if (O.loc != src.loc) step(O, get_dir(O, src)) return /obj/structure/table/attackby(obj/item/W as obj, mob/user as mob) if (!W) return // Handle harm intent grabbing/tabling. if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W if (istype(G.affecting, /mob/living)) var/mob/living/M = G.affecting var/obj/occupied = turf_is_crowded() if(occupied) to_chat(user, "There's \a [occupied] in the way.") return if(!user.Adjacent(M)) return if (G.state < GRAB_AGGRESSIVE) if(user.a_intent == I_HURT) var/blocked = M.run_armor_check("head", "melee") if (prob(30 * BLOCKED_MULT(blocked))) M.Weaken(5) M.apply_damage(8, BRUTE, "head", blocked) visible_message("[G.assailant] slams [G.affecting]'s face against \the [src]!") if(material) playsound(loc, material.tableslam_noise, 50, 1) else playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1) var/list/L = take_damage(rand(1,5)) // Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE for(var/obj/item/weapon/material/shard/S in L) if(prob(50)) M.visible_message("\The [S] slices [M]'s face messily!", "\The [S] slices your face messily!") M.apply_damage(10, BRUTE, "head", blocked) M.standard_weapon_hit_effects(S, G.assailant, 10, blocked, "head") else to_chat(user, "You need a better grip to do that!") return else G.affecting.forceMove(src.loc) G.affecting.Weaken(rand(2,4)) visible_message("[G.assailant] puts [G.affecting] on \the [src].") qdel(W) return if(!dropsafety(W)) return if(istype(W, /obj/item/weapon/melee/energy/blade)) W:spark_system.queue() playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) user.visible_message("\The [src] was sliced apart by [user]!") break_to_parts() return if(can_plate && !material) to_chat(user, "There's nothing to put \the [W] on! Try adding plating to \the [src] first.") return user.drop_item(src.loc) return /obj/structure/table/attack_tk() // no telehulk sorry return