/obj/machinery/optable name = "Operating Table" desc = "Used for advanced medical procedures." icon = 'icons/obj/surgery.dmi' icon_state = "table2-idle" density = 1 anchored = 1.0 use_power = 1 idle_power_usage = 1 active_power_usage = 5 var/mob/living/carbon/human/victim = null var/strapped = 0.0 var/obj/machinery/computer/operating/computer = null /obj/machinery/optable/New() ..() for(var/direction in list(NORTH,EAST,SOUTH,WEST)) computer = locate(/obj/machinery/computer/operating, get_step(src, direction)) if(computer) computer.table = src break // spawn(100) //Wont the MC just call this process() before and at the 10 second mark anyway? // process() /obj/machinery/optable/ex_act(severity) switch(severity) if(1.0) //SN src = null qdel(src) return if(2.0) if(prob(50)) //SN src = null qdel(src) return if(3.0) if(prob(25)) density = 0 else return /obj/machinery/optable/attack_hand(mob/user as mob) if(HULK in usr.mutations) visible_message("\The [usr] destroys \the [src]!") density = 0 qdel(src) return /obj/machinery/optable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 /obj/machinery/optable/MouseDrop_T(obj/O as obj, mob/user as mob) if((!(istype(O, /obj/item/weapon)) || user.get_active_hand() != O)) return user.drop_item() if(O.loc != src.loc) step(O, get_dir(O, src)) return /obj/machinery/optable/proc/check_victim() if(locate(/mob/living/carbon/human, src.loc)) var/mob/living/carbon/human/M = locate(/mob/living/carbon/human, src.loc) if(M.lying) victim = M icon_state = M.pulse ? "table2-active" : "table2-idle" return 1 victim = null icon_state = "table2-idle" return 0 /obj/machinery/optable/process() check_victim() /obj/machinery/optable/proc/take_victim(mob/living/carbon/C, mob/living/carbon/user as mob) if(C == user) user.visible_message("[user] climbs on \the [src].","You climb on \the [src].") else visible_message("\The [C] has been laid on \the [src] by [user].", 3) if(C.client) C.client.perspective = EYE_PERSPECTIVE C.client.eye = src C.resting = 1 C.loc = src.loc for(var/obj/O in src) O.loc = src.loc add_fingerprint(user) if(ishuman(C)) var/mob/living/carbon/human/H = C victim = H icon_state = H.pulse ? "table2-active" : "table2-idle" else icon_state = "table2-idle" /obj/machinery/optable/MouseDrop_T(mob/target, mob/user) var/mob/living/M = user if(user.stat || user.restrained() || !check_table(user) || !iscarbon(target)) return if(istype(M)) take_victim(target,user) else return ..() /obj/machinery/optable/verb/climb_on() set name = "Climb On Table" set category = "Object" set src in oview(1) if(usr.stat || !ishuman(usr) || usr.restrained() || !check_table(usr)) return take_victim(usr,usr) /obj/machinery/optable/attackby(obj/item/weapon/W as obj, mob/living/carbon/user as mob) if(istype(W, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = W if(iscarbon(G.affecting) && check_table(G.affecting)) take_victim(G.affecting,usr) qdel(W) return /obj/machinery/optable/proc/check_table(mob/living/carbon/patient as mob) check_victim() if(victim && get_turf(victim) == get_turf(src) && victim.lying) usr << "\The [src] is already occupied!" return 0 if(patient.buckled) usr << "Unbuckle \the [patient] first!" return 0 return 1