diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm
index 17d2a8e114..514c3b2036 100644
--- a/code/modules/tables/tables.dm
+++ b/code/modules/tables/tables.dm
@@ -26,6 +26,7 @@ var/list/table_icon_cache = list()
// Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
// Convert if/when you can easily get stacks of these.
var/carpeted = 0
+ var/carpeted_type = /obj/item/stack/tile/carpet
var/list/connections = list("nw0", "ne0", "sw0", "se0")
@@ -110,7 +111,7 @@ var/list/table_icon_cache = list()
if(carpeted && W.is_crowbar())
user.visible_message("\The [user] removes the carpet from \the [src].",
"You remove the carpet from \the [src].")
- new /obj/item/stack/tile/carpet(loc)
+ new carpeted_type(loc)
carpeted = 0
update_icon()
return 1
@@ -121,6 +122,7 @@ var/list/table_icon_cache = list()
user.visible_message("\The [user] adds \the [C] to \the [src].",
"You add \the [C] to \the [src].")
carpeted = 1
+ carpeted_type = W.type
update_icon()
return 1
else
@@ -315,7 +317,7 @@ var/list/table_icon_cache = list()
S = material.place_shard(loc)
if(S) shards += S
if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
- new /obj/item/stack/tile/carpet(src.loc)
+ new carpeted_type(src.loc)
if(full_return || prob(20))
new /obj/item/stack/material/steel(src.loc)
else