//////Kitchen Spike /obj/structure/kitchenspike_frame name = "meatspike frame" icon = 'icons/obj/kitchen.dmi' icon_state = "spikeframe" desc = "The frame of a meat spike." density = 1 anchored = 0 /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) user << "You add spikes to the frame." var/obj/F = new /obj/structure/kitchenspike(src.loc,) transfer_fingerprints_to(F) qdel(src) /obj/structure/kitchenspike name = "meat spike" icon = 'icons/obj/kitchen.dmi' icon_state = "spike" desc = "A spike for collecting meat from animals" density = 1 anchored = 1 buckle_lying = 0 can_buckle = 1 /obj/structure/kitchenspike/attack_paw(mob/user) return src.attack_hand(usr) /obj/structure/kitchenspike/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/crowbar)) if(!src.buckled_mob) playsound(loc, 'sound/items/Crowbar.ogg', 100, 1) if(do_after(user, 20/I.toolspeed, target = src)) user << "You pry the spikes out of the frame." new /obj/item/stack/rods(loc, 4) var/obj/F = new /obj/structure/kitchenspike_frame(src.loc,) transfer_fingerprints_to(F) qdel(src) else user << "You can't do that while something's on the spike!" return if(istype(I, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = I if(istype(G.affecting, /mob/living/)) if(!buckled_mob) if(do_mob(user, src, 120)) if(buckled_mob) //to prevent spam/queing up attacks return if(G.affecting.buckled) return var/mob/living/H = G.affecting playsound(src.loc, "sound/effects/splat.ogg", 25, 1) H.visible_message("[user] slams [G.affecting] onto the meat spike!", "[user] slams you onto the meat spike!", "You hear a squishy wet noise.") H.loc = src.loc H.emote("scream") if(istype(H, /mob/living/carbon/human)) //So you don't get human blood when you spike a giant spidere var/turf/pos = get_turf(H) pos.add_blood_floor(H) H.adjustBruteLoss(30) H.buckled = src H.dir = 2 buckled_mob = H var/matrix/m180 = matrix(H.transform) m180.Turn(180) animate(H, transform = m180, time = 3) H.pixel_y = H.get_standard_pixel_y_offset(180) return user << "You can't use that on the spike!" return ..() /obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking return /obj/structure/kitchenspike/user_unbuckle_mob(mob/living/carbon/human/user) if(buckled_mob && buckled_mob.buckled == src) var/mob/living/M = buckled_mob if(M != user) M.visible_message(\ "[user.name] tries to pull [M.name] free of the [src]!",\ "[user.name] is trying to pull you off the [src], opening up fresh wounds!",\ "You hear a squishy wet noise.") if(!do_after(user, 300, target = src)) if(M && M.buckled) M.visible_message(\ "[user.name] fails to free [M.name]!",\ "[user.name] fails to pull you off of the [src].") return else M.visible_message(\ "[M.name] struggles to break free from the [src]!",\ "You struggle to break free from the [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 && M.buckled) M << "You fail to free yourself!" return if(!M.buckled) return var/matrix/m180 = matrix(M.transform) m180.Turn(180) animate(M, transform = m180, time = 3) M.pixel_y = M.get_standard_pixel_y_offset(180) M.adjustBruteLoss(30) src.visible_message(text("[M] falls free of the [src]!")) unbuckle_mob() M.emote("scream") M.AdjustWeakened(10)