/obj/structure/closet/statue name = "statue" desc = "An incredibly lifelike marble carving" icon = 'icons/obj/statue.dmi' icon_state = "human_male" density = TRUE anchored = TRUE health = 0 //destroying the statue kills the mob within blocks_emissive = EMISSIVE_BLOCK_UNIQUE var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils. var/intialBrute = 0 var/intialOxy = 0 var/timer = 240 //eventually the person will be freed /obj/structure/closet/statue/New(loc, var/mob/living/L) if(L && (ishuman(L) || L.isMonkey() || iscorgi(L))) if(L.buckled) L.buckled = 0 L.anchored = FALSE if(L.client) L.client.perspective = EYE_PERSPECTIVE L.client.eye = src L.loc = src L.sdisabilities |= MUTE health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues intialTox = L.getToxLoss() intialFire = L.getFireLoss() intialBrute = L.getBruteLoss() intialOxy = L.getOxyLoss() if(ishuman(L)) name = "statue of [L.name]" if(L.gender == "female") icon_state = "human_female" else if(L.isMonkey()) name = "statue of a monkey" icon_state = "monkey" else if(iscorgi(L)) name = "statue of a corgi" icon_state = "corgi" desc = "If it takes forever, I will wait for you..." if(health == 0) //meaning if the statue didn't find a valid target qdel(src) return START_PROCESSING(SSobj, src) ..() /obj/structure/closet/statue/process() timer-- for(var/mob/living/M in src) //Go-go gadget stasis field M.setToxLoss(intialTox) M.adjustFireLoss(intialFire - M.getFireLoss()) M.adjustBruteLoss(intialBrute - M.getBruteLoss()) M.setOxyLoss(intialOxy) if (timer <= 0) dump_contents() STOP_PROCESSING(SSobj, src) qdel(src) /obj/structure/closet/statue/dump_contents() for(var/obj/O in src) O.loc = src.loc for(var/mob/living/M in src) M.loc = src.loc M.sdisabilities &= ~MUTE M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/statue/open() return /obj/structure/closet/statue/close() return /obj/structure/closet/statue/toggle() return /obj/structure/closet/statue/proc/check_health() if(health <= 0) for(var/mob/M in src) shatter(M) /obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj) health -= Proj.get_structure_damage() check_health() return /obj/structure/closet/statue/attack_generic(var/mob/user, damage, attacktext, environment_smash) if(damage && environment_smash) for(var/mob/M in src) shatter(M) /obj/structure/closet/statue/ex_act(severity) for(var/mob/M in src) M.ex_act(severity) health -= 60 / severity check_health() /obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob) health -= I.force user.do_attack_animation(src) visible_message(span_danger("[user] strikes [src] with [I].")) check_health() /obj/structure/closet/statue/MouseDrop_T() return /obj/structure/closet/statue/relaymove() return /obj/structure/closet/statue/attack_hand() return /obj/structure/closet/statue/verb_toggleopen() return /obj/structure/closet/statue/update_icon() return /obj/structure/closet/statue/proc/shatter(mob/user as mob) if (user) user.dust() dump_contents() visible_message(span_warning("[src] shatters!.")) qdel(src)