//////Kitchen Spike
#define VIABLE_MOB_CHECK(X) (isliving(X) && !issilicon(X) && !isbot(X))
/obj/structure/kitchenspike_frame//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
name = "meatspike frame"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spikeframe"
desc = "The frame of a meat spike."
density = TRUE
anchored = FALSE
max_integrity = 200
/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
add_fingerprint(user)
if(default_unfasten_wrench(user, I))
return
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if(R.get_amount() >= 4)
R.use(4)
to_chat(user, "You add spikes to the frame.")
var/obj/F = new /obj/structure/kitchenspike(src.loc)
transfer_fingerprints_to(F)
qdel(src)
else if(I.tool_behaviour == TOOL_WELDER)
if(!I.tool_start_check(user, amount=0))
return
to_chat(user, "You begin cutting \the [src] apart...")
if(I.use_tool(src, user, 50, volume=50))
visible_message("[user] slices apart \the [src].",
"You cut \the [src] apart with \the [I].",
"You hear welding.")
new /obj/item/stack/sheet/iron(src.loc, 4)
qdel(src)
return
else
return ..()
/obj/structure/kitchenspike//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
name = "meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
density = TRUE
anchored = TRUE
buckle_lying = 0
can_buckle = 1
max_integrity = 250
/obj/structure/kitchenspike/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/kitchenspike/crowbar_act(mob/living/user, obj/item/I)
if(has_buckled_mobs())
to_chat(user, "You can't do that while something's on the spike!")
return TRUE
if(I.use_tool(src, user, 20, volume=100))
to_chat(user, "You pry the spikes out of the frame.")
deconstruct(TRUE)
return TRUE
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/kitchenspike/attack_hand(mob/living/user, list/modifiers)
if(VIABLE_MOB_CHECK(user.pulling) && user.combat_mode && !has_buckled_mobs())
var/mob/living/L = user.pulling
if(do_mob(user, src, 120))
if(has_buckled_mobs()) //to prevent spam/queing up attacks
return
if(L.buckled)
return
if(user.pulling != L)
return
playsound(src.loc, 'sound/effects/splat.ogg', 25, TRUE)
L.visible_message("[user] slams [L] onto the meat spike!", "[user] slams you onto the meat spike!", "You hear a squishy wet noise.")
L.forceMove(drop_location())
L.emote("scream")
L.add_splatter_floor()
L.adjustBruteLoss(30)
L.setDir(2)
buckle_mob(L, force=1)
var/matrix/m180 = matrix(L.transform)
m180.Turn(180)
animate(L, transform = m180, time = 3)
L.pixel_y = L.base_pixel_y + PIXEL_Y_OFFSET_LYING
else if (has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
user_unbuckle_mob(L, user)
else
..()
/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) //Don't want them getting put on the rack other than by spiking
return
/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
if(buckled_mob)
var/mob/living/M = buckled_mob
if(M != user)
M.visible_message("[user] tries to pull [M] free of [src]!",\
"[user] is trying to pull you off [src], opening up fresh wounds!",\
"You hear a squishy wet noise.")
if(!do_after(user, 300, target = src))
if(M?.buckled)
M.visible_message("[user] fails to free [M]!",\
"[user] fails to pull you off of [src].")
return
else
M.visible_message("[M] struggles to break free from [src]!",\
"You struggle to break free from [src], exacerbating your wounds! (Stay still for two minutes.)",\
"You hear a wet squishing noise..")
M.adjustBruteLoss(30)
if(!do_after(M, 1200, target = src))
if(M?.buckled)
to_chat(M, "You fail to free yourself!")
return
if(!M.buckled)
return
release_mob(M)
/obj/structure/kitchenspike/proc/release_mob(mob/living/M)
var/matrix/m180 = matrix(M.transform)
m180.Turn(180)
animate(M, transform = m180, time = 3)
M.pixel_y = M.base_pixel_y + PIXEL_Y_OFFSET_LYING
M.adjustBruteLoss(30)
src.visible_message(text("[M] falls free of [src]!"))
unbuckle_mob(M,force=1)
M.emote("scream")
M.AdjustParalyzed(20)
/obj/structure/kitchenspike/Destroy()
if(has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
release_mob(L)
return ..()
/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
if(disassembled)
var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
transfer_fingerprints_to(F)
else
new /obj/item/stack/sheet/iron(src.loc, 4)
new /obj/item/stack/rods(loc, 4)
qdel(src)
#undef VIABLE_MOB_CHECK