/obj/structure/table/CanPass(atom/movable/mover, turf/target) if(istype(mover,/obj/item/projectile)) return (check_cover(mover,target)) if (flipped == 1) if (get_dir(loc, target) == dir) return !density else return TRUE if(istype(mover) && mover.checkpass(PASSTABLE)) return TRUE if(locate(/obj/structure/table/bench) in get_turf(mover)) return FALSE var/obj/structure/table/table = locate(/obj/structure/table) in get_turf(mover) if(table && !table.flipped) return TRUE return FALSE //checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops. /obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from) var/turf/cover if(flipped==1) cover = get_turf(src) else if(flipped==0) cover = get_step(loc, get_dir(from, loc)) if(!cover) return 1 if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close return 1 if (get_turf(P.original) == cover) var/chance = 20 if (ismob(P.original)) var/mob/M = P.original if (M.lying) chance += 20 //Lying down lets you catch less bullets if(flipped==1) if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets chance += 20 else return 1 //But only from one side if(prob(chance)) health -= P.damage/2 if (health > 0) visible_message("[P] hits \the [src]!") return 0 else visible_message("[src] breaks down!") break_to_parts() return 1 return 1 /obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSTABLE)) return 1 if (flipped==1) if (get_dir(loc, target) == dir) return !density else return 1 return 1 /obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return ..() if(isrobot(user)) return user.unEquip(O, 0, src.loc) return /obj/structure/table/attackby(obj/item/W as obj, mob/user as mob, var/hit_modifier, var/click_parameters) if (!W) return // Handle harm intent grabbing/tabling. if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W if (istype(G.affecting, /mob/living)) var/mob/living/M = G.affecting var/obj/occupied = turf_is_crowded() if(occupied) to_chat(user, "There's \a [occupied] in the way.") return if(!user.Adjacent(M)) return if (G.state < 2) if(user.a_intent == I_HURT) if (prob(15)) M.Weaken(5) M.apply_damage(8,def_zone = BP_HEAD) visible_message("[G.assailant] slams [G.affecting]'s face against \the [src]!") if(material) playsound(loc, material.tableslam_noise, 50, 1) else playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1) var/list/L = take_damage(rand(1,5)) // Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE for(var/obj/item/weapon/material/shard/S in L) if(prob(50)) M.visible_message("\The [S] slices [M]'s face messily!", "\The [S] slices your face messily!") M.apply_damage(10, def_zone = BP_HEAD) if(prob(2)) M.embed(S, def_zone = BP_HEAD) else to_chat(user, "You need a better grip to do that!") return else if(G.state > GRAB_AGGRESSIVE || world.time >= (G.last_action + UPGRADE_COOLDOWN)) M.forceMove(get_turf(src)) M.Weaken(5) visible_message("[G.assailant] puts [G.affecting] on \the [src].") qdel(W) return // Handle dismantling or placing things on the table from here on. if(isrobot(user)) return if(W.loc != user) // This should stop mounted modules ending up outside the module. return if(istype(W, /obj/item/weapon/melee/energy/blade)) var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, src.loc) spark_system.start() playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) user.visible_message("\The [src] was sliced apart by [user]!") break_to_parts() return if(istype(W, /obj/item/weapon/melee/changeling/arm_blade)) user.visible_message("\The [src] was sliced apart by [user]!") break_to_parts() return if(can_plate && !material) to_chat(user, "There's nothing to put \the [W] on! Try adding plating to \the [src] first.") return // Placing stuff on tables if(user.unEquip(W, 0, src.loc) && user.is_preference_enabled(/datum/client_preference/precision_placement)) auto_align(W, click_parameters) return 1 #define CELLS 8 //Amount of cells per row/column in grid #define CELLSIZE (world.icon_size/CELLS) //Size of a cell in pixels /* Automatic alignment of items to an invisible grid, defined by CELLS and CELLSIZE. Since the grid will be shifted to own a cell that is perfectly centered on the turf, we end up with two 'cell halves' on edges of each row/column. Each item defines a center_of_mass, which is the pixel of a sprite where its projected center of mass toward a turf surface can be assumed. For a piece of paper, this will be in its center. For a bottle, it will be (near) the bottom of the sprite. auto_align() will then place the sprite so the defined center_of_mass is at the bottom left corner of the grid cell closest to where the cursor has clicked on. Note: This proc can be overwritten to allow for different types of auto-alignment. */ /obj/item/var/list/center_of_mass = list("x" = 16,"y" = 16) /obj/structure/table/proc/auto_align(obj/item/W, click_parameters) if(!W.center_of_mass) W.randpixel_xy() return if(!click_parameters) return var/list/mouse_control = params2list(click_parameters) var/mouse_x = text2num(mouse_control["icon-x"]) var/mouse_y = text2num(mouse_control["icon-y"]) if(isnum(mouse_x) && isnum(mouse_y)) var/cell_x = max(0, min(CELLS-1, round(mouse_x/CELLSIZE))) var/cell_y = max(0, min(CELLS-1, round(mouse_y/CELLSIZE))) W.pixel_x = (CELLSIZE * (0.5 + cell_x)) - W.center_of_mass["x"] W.pixel_y = (CELLSIZE * (0.5 + cell_y)) - W.center_of_mass["y"] #undef CELLS #undef CELLSIZE /obj/structure/table/attack_tk() // no telehulk sorry return