/obj/structure/grille desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through. Strangely enough these grilles also lets meteors pass through them, whether they be small or huge station breaking death stones." name = "grille" icon = 'structures.dmi' icon_state = "grille" density = 1 anchored = 1.0 flags = FPRINT | CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = 2.9 var health = 10 destroyed = 0 proc healthcheck() shock(mob/user, prb) ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if(prob(50)) del(src) return if(3.0) if(prob(25)) src.health -= 11 healthcheck() return blob_act() del(src) return meteorhit(var/obj/M) if (M.icon_state == "flaming") src.health -= 2 healthcheck() return attack_hand(var/mob/user) playsound(src.loc, 'grillehit.ogg', 80, 1) user.visible_message("[user.name] kicks the [src.name].", \ "You kick the [src.name].", \ "You hear a noise") if((usr.mutations & HULK)) src.health -= 5 else if(!shock(user, 70)) src.health -= 3 healthcheck() return attack_paw(var/mob/user) attack_hand(user) attack_alien(var/mob/user) if (istype(usr, /mob/living/carbon/alien/larva)) return playsound(src.loc, 'grillehit.ogg', 80, 1) user.visible_message("[user.name] mangles the [src.name].", \ "You mangle the [src.name].", \ "You hear a noise") if(!shock(usr, 70)) src.health -= 5 healthcheck() return attack_metroid(var/mob/user) if(!istype(usr, /mob/living/carbon/metroid/adult)) return playsound(src.loc, 'grillehit.ogg', 80, 1) user.visible_message("[user.name] smashes against the [src.name].", \ "You smash against the [src.name].", \ "You hear a noise") src.health -= rand(2,3) healthcheck() return CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSGRILLE)) return 1 else if (istype(mover, /obj/item/projectile)) return prob(30) else return !src.density attackby(obj/item/weapon/W, mob/user) if(iswirecutter(W)) if(!shock(user, 100)) playsound(src.loc, 'Wirecutter.ogg', 100, 1) src.health = 0 if(!destroyed) src.health = -100 else if ((isscrewdriver(W)) && (istype(src.loc, /turf/simulated) || src.anchored)) if(!shock(user, 90)) playsound(src.loc, 'Screwdriver.ogg', 100, 1) src.anchored = !( src.anchored ) user << (src.anchored ? "You have fastened the grille to the floor." : "You have unfastened the grill.") for(var/mob/O in oviewers()) O << text("\red [user] [src.anchored ? "fastens" : "unfastens"] the grille.") return else if(istype(W, /obj/item/weapon/shard)) src.health -= W.force * 0.1 else if(!shock(user, 70)) playsound(src.loc, 'grillehit.ogg', 80, 1) switch(W.damtype) if("fire") src.health -= W.force if("brute") src.health -= W.force * 0.1 src.healthcheck() ..() return healthcheck() if (src.health <= 0) if (!( src.destroyed )) src.icon_state = "brokengrille" src.density = 0 src.destroyed = 1 new /obj/item/stack/rods( src.loc ) else if (src.health <= -10.0) new /obj/item/stack/rods( src.loc ) //SN src = null del(src) return return // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise shock(mob/user, prb) if(!anchored || destroyed) // anchored/destroyed grilles are never connected return 0 if(!prob(prb)) return 0 var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) if (electrocute_mob(user, C, src)) var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread s.set_up(5, 1, src) s.start() return 1 else return 0 return 0 /*if(ishuman(user)) //Let's check if the guy's wearing electrically insulated gloves --Agourimarkan var/mob/living/carbon/human/H = user if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves if(istype(G,/obj/item/clothing/gloves/yellow) ) //Business as usual for guys with gloves src.health -= W.force * 0.2 else // Guy has gloves, not electrically insulated ones var/outcome = pick(1,2,3) switch(outcome) // 3 possible outcomes if(1) //Guy gets shocked. If not electrified, cause damage. if(shock(user,100)) return else src.health -= W.force *0.2 if(2) //Shard breaks user << "The shard breaks!" del W return if(3) //You somehow manage to damage the grille. Beefin' up the damage, a bit. Instead of doing 10% damage it now does... 20% of the shard's force? Yeah, 20% sounds good at 66% chance of failure. src.health -=W.force *0.2 else //SHIT SON, GUY DOESN'T HAVE ANY GLOVES var/outcome = pick(1,2,3) switch(outcome) if(1) // Let's see, the guy damages it but takes some damage back user << "You cut yourself with the shard as you hit the grille!" src.health -= W.force *0.2 var/brutedamagetaken = rand(3,6) H.take_organ_damage(brutedamagetaken,0) if(2) //Guy gets shocked. If not electrified, apply damage if(shock(user,100)) return else src.health -= W.force *0.2 if(3) // It breaks in his hands. Ouch. user << "As you smash the grille the shard breaks into smithereens in your palm!" src.health -= W.force *0.2 del(W) var/brutedamagetaken = rand(5,8) H.take_organ_damage(brutedamagetaken,0) return else //Alright, he's not a human. Can monkeys or aliens even wear gloves? src.health -= W.force *0.1*/ //10% damage only for non-glorious human master race members