/* Table Frames * Contains: * Frames * Wooden Frames */ /* * Normal Frames */ /obj/structure/table_frame name = "table frame" desc = "Four metal legs with four framing rods for a table. You could easily pass through this." icon = 'icons/obj/structures.dmi' icon_state = "table_frame" density = FALSE anchored = FALSE layer = PROJECTILE_HIT_THRESHHOLD_LAYER max_integrity = 100 var/framestack = /obj/item/stack/rods var/framestackamount = 2 /obj/structure/table_frame/wrench_act(mob/living/user, obj/item/I) to_chat(user, span_notice("You start disassembling [src]...")) I.play_tool_sound(src) if(!I.use_tool(src, user, 3 SECONDS)) return TRUE playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) deconstruct(TRUE) return TRUE /obj/structure/table_frame/attackby(obj/item/I, mob/user, params) if(isstack(I)) var/obj/item/stack/material = I if(material.tableVariant) if(material.get_amount() < 1) to_chat(user, span_warning("You need one [material.name] sheet to do this!")) return if(locate(/obj/structure/table) in loc) to_chat(user, span_warning("There's already a table built here!")) return to_chat(user, span_notice("You start adding [material] to [src]...")) if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc)) return make_new_table(material.tableVariant) else if(istype(material, /obj/item/stack/sheet)) if(material.get_amount() < 1) to_chat(user, span_warning("You need one sheet to do this!")) return if(locate(/obj/structure/table) in loc) to_chat(user, span_warning("There's already a table built here!")) return to_chat(user, span_notice("You start adding [material] to [src]...")) if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc)) return var/list/material_list = list() if(material.material_type) material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT make_new_table(/obj/structure/table/greyscale, material_list) return return ..() /obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, carpet_type) //makes sure the new table made retains what we had as a frame var/obj/structure/table/T = new table_type(loc) T.frame = type T.framestack = framestack T.framestackamount = framestackamount if (carpet_type) T.buildstack = carpet_type if(custom_materials) T.set_custom_materials(custom_materials) qdel(src) /obj/structure/table_frame/deconstruct(disassembled = TRUE) new framestack(get_turf(src), framestackamount) qdel(src) /obj/structure/table_frame/narsie_act() new /obj/structure/table_frame/wood(src.loc) qdel(src) /* * Wooden Frames */ /obj/structure/table_frame/wood name = "wooden table frame" desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this." icon_state = "wood_frame" framestack = /obj/item/stack/sheet/mineral/wood framestackamount = 2 resistance_flags = FLAMMABLE /obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params) if (isstack(I)) var/obj/item/stack/material = I var/toConstruct // stores the table variant var/carpet_type // stores the carpet type used for construction in case of poker tables if(istype(I, /obj/item/stack/sheet/mineral/wood)) toConstruct = /obj/structure/table/wood else if(istype(I, /obj/item/stack/tile/carpet)) toConstruct = /obj/structure/table/wood/poker carpet_type = I.type if (toConstruct) if(material.get_amount() < 1) to_chat(user, span_warning("You need one [material.name] sheet to do this!")) return to_chat(user, span_notice("You start adding [material] to [src]...")) if(do_after(user, 20, target = src) && material.use(1)) make_new_table(toConstruct, null, carpet_type) else return ..()