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* [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573) Also adds balloons to inhand/items * [IDB IGNORE] Renames the inhand/misc folder to inhand/items * update modular Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
560 lines
18 KiB
Plaintext
560 lines
18 KiB
Plaintext
/obj/structure/chair
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon = 'icons/obj/chairs.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "chair"
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anchored = TRUE
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can_buckle = TRUE
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buckle_lying = 0 //you sit in a chair, not lay
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resistance_flags = NONE
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max_integrity = 250
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integrity_failure = 0.1
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custom_materials = list(/datum/material/iron = 2000)
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layer = OBJ_LAYER
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var/buildstacktype = /obj/item/stack/sheet/iron
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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/obj/structure/chair/examine(mob/user)
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. = ..()
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. += span_notice("It's held together by a couple of <b>bolts</b>.")
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if(!has_buckled_mobs() && can_buckle)
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. += span_notice("While standing on [src], drag and drop your sprite onto [src] to buckle to it.")
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/obj/structure/chair/Initialize(mapload)
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. = ..()
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if(!anchored) //why would you put these on the shuttle?
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addtimer(CALLBACK(src, .proc/RemoveFromLatejoin), 0)
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if(prob(0.2))
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name = "tactical [name]"
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MakeRotate()
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///This proc adds the rotate component, overwrite this if you for some reason want to change some specific args.
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/obj/structure/chair/proc/MakeRotate()
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AddComponent(/datum/component/simple_rotation, ROTATION_IGNORE_ANCHORED|ROTATION_GHOSTS_ALLOWED)
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/obj/structure/chair/Destroy()
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RemoveFromLatejoin()
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return ..()
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/obj/structure/chair/proc/RemoveFromLatejoin()
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SSjob.latejoin_trackers -= src //These may be here due to the arrivals shuttle
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/obj/structure/chair/deconstruct(disassembled)
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(!(flags_1 & NODECONSTRUCT_1))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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else
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for(var/i in custom_materials)
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var/datum/material/M = i
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new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
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..()
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/obj/structure/chair/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/chair/narsie_act()
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/attackby(obj/item/W, mob/user, params)
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if(flags_1 & NODECONSTRUCT_1)
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return . = ..()
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if(istype(W, /obj/item/assembly/shock_kit) && !HAS_TRAIT(src, TRAIT_ELECTRIFIED_BUCKLE))
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electrify_self(W, user)
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return
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. = ..()
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/obj/structure/chair/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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///allows each chair to request the electrified_buckle component with overlays that dont look ridiculous
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/obj/structure/chair/proc/electrify_self(obj/item/assembly/shock_kit/input_shock_kit, mob/user, list/overlays_from_child_procs)
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SHOULD_CALL_PARENT(TRUE)
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if(!user.temporarilyRemoveItemFromInventory(input_shock_kit))
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return
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if(!overlays_from_child_procs || overlays_from_child_procs.len == 0)
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var/image/echair_over_overlay = image('icons/obj/chairs.dmi', loc, "echair_over")
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AddComponent(/datum/component/electrified_buckle, (SHOCK_REQUIREMENT_ITEM | SHOCK_REQUIREMENT_LIVE_CABLE | SHOCK_REQUIREMENT_SIGNAL_RECEIVED_TOGGLE), input_shock_kit, list(echair_over_overlay), FALSE)
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else
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AddComponent(/datum/component/electrified_buckle, (SHOCK_REQUIREMENT_ITEM | SHOCK_REQUIREMENT_LIVE_CABLE | SHOCK_REQUIREMENT_SIGNAL_RECEIVED_TOGGLE), input_shock_kit, overlays_from_child_procs, FALSE)
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if(HAS_TRAIT(src, TRAIT_ELECTRIFIED_BUCKLE))
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to_chat(user, span_notice("You connect the shock kit to the [name], electrifying it "))
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else
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user.put_in_active_hand(input_shock_kit)
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to_chat(user, "<span class='notice'> You cannot fit the shock kit onto the [name]!")
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/obj/structure/chair/wrench_act_secondary(mob/living/user, obj/item/weapon)
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if(flags_1&NODECONSTRUCT_1)
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return TRUE
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..()
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weapon.play_tool_sound(src)
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deconstruct(disassembled = TRUE)
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return TRUE
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/obj/structure/chair/attack_tk(mob/user)
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if(!anchored || has_buckled_mobs() || !isturf(user.loc))
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return ..()
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setDir(turn(dir,-90))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/structure/chair/proc/handle_layer()
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if(has_buckled_mobs() && dir == NORTH)
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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else
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layer = OBJ_LAYER
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plane = GAME_PLANE
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/obj/structure/chair/post_buckle_mob(mob/living/M)
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. = ..()
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handle_layer()
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//SKYRAT EDIT ADDITION
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if(HAS_TRAIT(M, TRAIT_OVERSIZED))
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visible_message(span_warning("[src] buckles under the weight of [M] causing it to break!"))
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playsound(src, 'modular_skyrat/modules/oversized/sound/chair_break.ogg', 70, TRUE)
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deconstruct()
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//SKYRAT EDIT END
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/obj/structure/chair/post_unbuckle_mob()
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. = ..()
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handle_layer()
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/obj/structure/chair/setDir(newdir)
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..()
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handle_rotation(newdir)
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// Chair types
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///Material chair
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/obj/structure/chair/greyscale
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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item_chair = /obj/item/chair/greyscale
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buildstacktype = null //Custom mats handle this
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/obj/structure/chair/wood
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icon_state = "wooden_chair"
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = /obj/item/chair/wood
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/obj/structure/chair/wood/narsie_act()
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return
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/obj/structure/chair/wood/wings
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icon_state = "wooden_chair_wings"
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item_chair = /obj/item/chair/wood/wings
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/obj/structure/chair/comfy
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name = "comfy chair"
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desc = "It looks comfy."
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icon_state = "comfychair"
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color = rgb(255,255,255)
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 2
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item_chair = null
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// The mutable appearance used for the overlay over buckled mobs.
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var/mutable_appearance/armrest
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/obj/structure/chair/comfy/Initialize(mapload)
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armrest = GetArmrest()
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armrest.layer = ABOVE_MOB_LAYER
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armrest.plane = GAME_PLANE_UPPER
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return ..()
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/obj/structure/chair/comfy/proc/GetArmrest()
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return mutable_appearance(icon, "[icon_state]_armrest")
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/obj/structure/chair/comfy/Destroy()
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QDEL_NULL(armrest)
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return ..()
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/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/proc/update_armrest()
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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cut_overlay(armrest)
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/obj/structure/chair/comfy/post_unbuckle_mob()
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/brown
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color = rgb(255,113,0)
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/obj/structure/chair/comfy/beige
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color = rgb(255,253,195)
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/obj/structure/chair/comfy/teal
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color = rgb(0,255,255)
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/obj/structure/chair/comfy/black
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color = rgb(167,164,153)
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/obj/structure/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/chair/comfy/shuttle
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name = "shuttle seat"
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desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
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icon_state = "shuttle_chair"
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buildstacktype = /obj/item/stack/sheet/mineral/titanium
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/obj/structure/chair/comfy/shuttle/electrify_self(obj/item/assembly/shock_kit/input_shock_kit, mob/user, list/overlays_from_child_procs)
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if(!overlays_from_child_procs)
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overlays_from_child_procs = list(image('icons/obj/chairs.dmi', loc, "echair_over", pixel_x = -1))
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. = ..()
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/obj/structure/chair/comfy/shuttle/tactical
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name = "tactical chair"
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/obj/structure/chair/comfy/carp
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name = "carpskin chair"
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desc = "A luxurious chair, the many purple scales reflect the light in a most pleasing manner."
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icon_state = "carp_chair"
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buildstacktype = /obj/item/stack/sheet/animalhide/carp
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/obj/structure/chair/office
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anchored = FALSE
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buildstackamount = 5
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item_chair = null
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icon_state = "officechair_dark"
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/obj/structure/chair/office/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
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if(has_gravity())
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playsound(src, 'sound/effects/roll.ogg', 100, TRUE)
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/obj/structure/chair/office/electrify_self(obj/item/assembly/shock_kit/input_shock_kit, mob/user, list/overlays_from_child_procs)
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if(!overlays_from_child_procs)
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overlays_from_child_procs = list(image('icons/obj/chairs.dmi', loc, "echair_over", pixel_x = -1))
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. = ..()
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/obj/structure/chair/office/tactical
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name = "tactical swivel chair"
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/obj/structure/chair/office/light
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icon_state = "officechair_white"
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//Stool
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/obj/structure/chair/stool
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name = "stool"
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desc = "Apply butt."
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icon_state = "stool"
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can_buckle = FALSE
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buildstackamount = 1
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item_chair = /obj/item/chair/stool
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool, 0)
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/obj/structure/chair/stool/narsie_act()
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return
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || has_buckled_mobs() || src.flags_1 & NODECONSTRUCT_1)
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return
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if(!usr.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, TRUE))
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return
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usr.visible_message(span_notice("[usr] grabs \the [src.name]."), span_notice("You grab \the [src.name]."))
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var/obj/item/C = new item_chair(loc)
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C.set_custom_materials(custom_materials)
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TransferComponents(C)
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usr.put_in_hands(C)
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qdel(src)
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/obj/structure/chair/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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return ..()
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/obj/structure/chair/stool/bar
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name = "bar stool"
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desc = "It has some unsavory stains on it..."
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icon_state = "bar"
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item_chair = /obj/item/chair/stool/bar
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool/bar, 0)
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/obj/structure/chair/stool/bamboo
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name = "bamboo stool"
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desc = "A makeshift bamboo stool with a rustic look."
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icon_state = "bamboo_stool"
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resistance_flags = FLAMMABLE
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max_integrity = 60
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buildstacktype = /obj/item/stack/sheet/mineral/bamboo
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buildstackamount = 2
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item_chair = /obj/item/chair/stool/bamboo
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/obj/item/chair
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name = "chair"
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desc = "Bar brawl essential."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair_toppled"
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inhand_icon_state = "chair"
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lefthand_file = 'icons/mob/inhands/items/chairs_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/chairs_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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force = 8
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throwforce = 10
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demolition_mod = 1.25
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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custom_materials = list(/datum/material/iron = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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/obj/item/chair/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins hitting [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src,hitsound,50,TRUE)
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return BRUTELOSS
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/obj/item/chair/narsie_act()
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var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/item/chair/attack_self(mob/user)
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plant(user)
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/obj/item/chair/proc/plant(mob/user)
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var/turf/T = get_turf(loc)
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if(!isfloorturf(T))
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to_chat(user, span_warning("You need ground to plant this on!"))
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return
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for(var/obj/A in T)
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if(istype(A, /obj/structure/chair))
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to_chat(user, span_warning("There is already a chair here!"))
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return
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if(A.density && !(A.flags_1 & ON_BORDER_1))
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to_chat(user, span_warning("There is already something here!"))
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return
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user.visible_message(span_notice("[user] rights \the [src.name]."), span_notice("You right \the [name]."))
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var/obj/structure/chair/C = new origin_type(get_turf(loc))
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C.set_custom_materials(custom_materials)
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TransferComponents(C)
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C.setDir(dir)
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qdel(src)
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/obj/item/chair/proc/smash(mob/living/user)
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var/stack_type = initial(origin_type.buildstacktype)
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if(!stack_type)
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return
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var/remaining_mats = initial(origin_type.buildstackamount)
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remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
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if(remaining_mats)
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for(var/M=1 to remaining_mats)
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new stack_type(get_turf(loc))
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else if(custom_materials[GET_MATERIAL_REF(/datum/material/iron)])
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new /obj/item/stack/rods(get_turf(loc), 2)
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qdel(src)
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/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
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owner.visible_message(span_danger("[owner] fends off [attack_text] with [src]!"))
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return TRUE
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return FALSE
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/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(prob(break_chance))
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user.visible_message(span_danger("[user] smashes \the [src] to pieces against \the [target]"))
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.health < C.maxHealth*0.5)
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C.Paralyze(20)
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smash(user)
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/obj/item/chair/greyscale
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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origin_type = /obj/structure/chair/greyscale
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/obj/item/chair/stool
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name = "stool"
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icon_state = "stool_toppled"
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inhand_icon_state = "stool"
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origin_type = /obj/structure/chair/stool
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break_chance = 0 //It's too sturdy.
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/obj/item/chair/stool/bar
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name = "bar stool"
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icon_state = "bar_toppled"
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inhand_icon_state = "stool_bar"
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origin_type = /obj/structure/chair/stool/bar
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/obj/item/chair/stool/bamboo
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name = "bamboo stool"
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icon_state = "bamboo_stool"
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inhand_icon_state = "stool_bamboo"
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/stool/bamboo
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break_chance = 50 //Submissive and breakable unlike the chad iron stool
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/obj/item/chair/stool/narsie_act()
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return //sturdy enough to ignore a god
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/obj/item/chair/wood
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name = "wooden chair"
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icon_state = "wooden_chair_toppled"
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inhand_icon_state = "woodenchair"
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resistance_flags = FLAMMABLE
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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custom_materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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return
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/obj/item/chair/wood/wings
|
|
icon_state = "wooden_chair_wings_toppled"
|
|
origin_type = /obj/structure/chair/wood/wings
|
|
|
|
/obj/structure/chair/old
|
|
name = "strange chair"
|
|
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
|
|
icon_state = "chairold"
|
|
item_chair = null
|
|
|
|
/obj/structure/chair/bronze
|
|
name = "brass chair"
|
|
desc = "A spinny chair made of bronze. It has little cogs for wheels!"
|
|
anchored = FALSE
|
|
icon_state = "brass_chair"
|
|
buildstacktype = /obj/item/stack/sheet/bronze
|
|
buildstackamount = 1
|
|
item_chair = null
|
|
var/turns = 0
|
|
|
|
/obj/structure/chair/bronze/Destroy()
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
. = ..()
|
|
|
|
/obj/structure/chair/bronze/process()
|
|
setDir(turn(dir,-90))
|
|
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
|
|
turns++
|
|
if(turns >= 8)
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
|
|
/obj/structure/chair/bronze/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
|
|
. = ..()
|
|
if(has_gravity())
|
|
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
|
|
|
|
/obj/structure/chair/bronze/AltClick(mob/user)
|
|
turns = 0
|
|
if(!user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !iscyborg(user)))
|
|
return
|
|
if(!(datum_flags & DF_ISPROCESSING))
|
|
user.visible_message(span_notice("[user] spins [src] around, and the last vestiges of Ratvarian technology keeps it spinning FOREVER."), \
|
|
span_notice("Automated spinny chairs. The pinnacle of ancient Ratvarian technology."))
|
|
START_PROCESSING(SSfastprocess, src)
|
|
else
|
|
user.visible_message(span_notice("[user] stops [src]'s uncontrollable spinning."), \
|
|
span_notice("You grab [src] and stop its wild spinning."))
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
|
|
/obj/structure/chair/mime
|
|
name = "invisible chair"
|
|
desc = "The mime needs to sit down and shut up."
|
|
anchored = FALSE
|
|
icon_state = null
|
|
buildstacktype = null
|
|
item_chair = null
|
|
flags_1 = NODECONSTRUCT_1
|
|
alpha = 0
|
|
|
|
/obj/structure/chair/mime/post_buckle_mob(mob/living/M)
|
|
M.pixel_y += 5
|
|
|
|
/obj/structure/chair/mime/post_unbuckle_mob(mob/living/M)
|
|
M.pixel_y -= 5
|
|
|
|
|
|
/obj/structure/chair/plastic
|
|
icon_state = "plastic_chair"
|
|
name = "folding plastic chair"
|
|
desc = "No matter how much you squirm, it'll still be uncomfortable."
|
|
resistance_flags = FLAMMABLE
|
|
max_integrity = 50
|
|
custom_materials = list(/datum/material/plastic = 2000)
|
|
buildstacktype = /obj/item/stack/sheet/plastic
|
|
buildstackamount = 2
|
|
item_chair = /obj/item/chair/plastic
|
|
|
|
/obj/structure/chair/plastic/post_buckle_mob(mob/living/Mob)
|
|
Mob.pixel_y += 2
|
|
.=..()
|
|
if(iscarbon(Mob))
|
|
INVOKE_ASYNC(src, .proc/snap_check, Mob)
|
|
|
|
/obj/structure/chair/plastic/post_unbuckle_mob(mob/living/Mob)
|
|
Mob.pixel_y -= 2
|
|
|
|
/obj/structure/chair/plastic/proc/snap_check(mob/living/carbon/Mob)
|
|
if (Mob.nutrition >= NUTRITION_LEVEL_FAT)
|
|
to_chat(Mob, span_warning("The chair begins to pop and crack, you're too heavy!"))
|
|
if(do_after(Mob, 6 SECONDS, progress = FALSE))
|
|
Mob.visible_message(span_notice("The plastic chair snaps under [Mob]'s weight!"))
|
|
new /obj/effect/decal/cleanable/plastic(loc)
|
|
qdel(src)
|
|
|
|
/obj/item/chair/plastic
|
|
name = "folding plastic chair"
|
|
desc = "Somehow, you can always find one under the wrestling ring."
|
|
icon = 'icons/obj/chairs.dmi'
|
|
icon_state = "folded_chair"
|
|
inhand_icon_state = "folded_chair"
|
|
lefthand_file = 'icons/mob/inhands/items/chairs_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/items/chairs_righthand.dmi'
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
force = 7
|
|
throw_range = 5 //Lighter Weight --> Flies Farther.
|
|
custom_materials = list(/datum/material/plastic = 2000)
|
|
break_chance = 25
|
|
origin_type = /obj/structure/chair/plastic
|
|
|
|
/obj/structure/chair/musical
|
|
name = "musical chair"
|
|
desc = "You listen to this. Either by will or by force."
|
|
item_chair = /obj/item/chair/musical
|
|
particles = new /particles/musical_notes
|
|
|
|
/obj/item/chair/musical
|
|
name = "musical chair"
|
|
desc = "Oh, so this is like the fucked up Monopoly rules where there are no rules and you can pick up and place the musical chairs as you please."
|
|
particles = new /particles/musical_notes
|
|
origin_type = /obj/structure/chair/musical
|