/obj/structure/lamarr name = "Lab Cage" icon = 'stationobjs.dmi' icon_state = "labcage1" desc = "A glass lab container for storing interesting creatures." density = 1 anchored = 1 unacidable = 1//Dissolving the case would also delete Lamarr var/health = 30 var/occupied = 1 var/destroyed = 0 /obj/structure/lamarr/ex_act(severity) switch(severity) if (1) new /obj/item/weapon/shard( src.loc ) Break() del(src) if (2) if (prob(50)) src.health -= 15 src.healthcheck() if (3) if (prob(50)) src.health -= 5 src.healthcheck() /obj/structure/lamarr/bullet_act(var/obj/item/projectile/Proj) health -= Proj.damage ..() src.healthcheck() return /obj/structure/lamarr/blob_act() if (prob(75)) new /obj/item/weapon/shard( src.loc ) Break() del(src) /obj/structure/lamarr/meteorhit(obj/O as obj) new /obj/item/weapon/shard( src.loc ) Break() del(src) /obj/structure/lamarr/proc/healthcheck() if (src.health <= 0) if (!( src.destroyed )) src.density = 0 src.destroyed = 1 new /obj/item/weapon/shard( src.loc ) playsound(src, "shatter", 70, 1) Break() else playsound(src.loc, 'Glasshit.ogg', 75, 1) return /obj/structure/lamarr/update_icon() if(src.destroyed) src.icon_state = "labcageb[src.occupied]" else src.icon_state = "labcage[src.occupied]" return /obj/structure/lamarr/attackby(obj/item/weapon/W as obj, mob/user as mob) src.health -= W.force src.healthcheck() ..() return /obj/structure/lamarr/attack_paw(mob/user as mob) return src.attack_hand(user) /obj/structure/lamarr/attack_hand(mob/user as mob) if (src.destroyed) return else usr << text("\blue You kick the lab cage.") for(var/mob/O in oviewers()) if ((O.client && !( O.blinded ))) O << text("\red [] kicks the lab cage.", usr) src.health -= 2 healthcheck() return /obj/structure/lamarr/proc/Break() if(occupied) var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger( src.loc ) A.sterile = 1 A.name = "Lamarr" occupied = 0 update_icon() return