diff --git a/code/game/objects/items/hand_items.dm b/code/game/objects/items/hand_items.dm index 2255afe1054..d461746478d 100644 --- a/code/game/objects/items/hand_items.dm +++ b/code/game/objects/items/hand_items.dm @@ -303,6 +303,20 @@ table_smacks_left-- if(table_smacks_left <= 0) + //BUBBER ADDITION BEGIN - Potentially break glass tables - This introduces a potential check to break a glass table + if(table.type == /obj/structure/table/glass) /// Glass table... roll that dice, dice man + if(prob(!HAS_TRAIT(user, TRAIT_CURSED) ? 15 : 30)) /// 15% chance (or double for cursed folk) + var/obj/item/bodypart/arm/active_arm = user.get_active_hand() + var/extra_wound = 0 + if(HAS_TRAIT(user, TRAIT_HULK)) + extra_wound = 20 + user.visible_message(span_danger("[user.name] slams their hand through \the [table]!"), + span_userdanger("You smash your hand through \the [table]!"), span_hear("You hear a loud crash of broken glass!"), COMBAT_MESSAGE_RANGE, user) + active_arm?.receive_damage(brute = 10, wound_bonus = extra_wound) + user.apply_damage(30, STAMINA) + table.deconstruct(FALSE) + log_combat(user, user, "hand slammed", null, "through [table]") + //BUBBER ADDITION END qdel(src) /// Slam the table, demand some attention