/obj/item/assembly/shock_kit name = "Shock Kit" desc = "This appears to be made from both an Electric Pack and a Helmet." icon_state = "shock_kit" var/obj/item/clothing/head/helmet/part1 = null var/obj/item/device/radio/electropack/part2 = null var/status = 0.0 w_class = 5.0 flags = FPRINT | TABLEPASS| CONDUCT /obj/item/assembly/shock_kit/Del() //src.part1 = null del(src.part1) //src.part2 = null del(src.part2) ..() return /obj/item/assembly/shock_kit/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() if ((istype(W, /obj/item/weapon/wrench) && !( src.status ))) var/turf/T = src.loc if (ismob(T)) T = T.loc src.part1.loc = T src.part2.loc = T src.part1.master = null src.part2.master = null src.part1 = null src.part2 = null del(src) return if (!( istype(W, /obj/item/weapon/screwdriver) )) return src.status = !( src.status ) if (!src.status) user.show_message("\blue The shock pack is now secured!", 1) else user.show_message("\blue The shock pack is now unsecured!", 1) src.add_fingerprint(user) return /obj/item/assembly/shock_kit/attack_self(mob/user as mob) src.part1.attack_self(user, src.status) src.part2.attack_self(user, src.status) src.add_fingerprint(user) return /obj/item/assembly/shock_kit/receive_signal() //***** //world << "Shock kit got r_signal" if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair)) var/obj/structure/stool/bed/chair/e_chair/C = src.loc //world << "Shock kit sending shock to EC" C.shock() return