// Glass shards /obj/item/weapon/material/shard name = "shard" icon = 'icons/obj/shards.dmi' desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass) icon_state = "large" sharp = 1 edge = 1 w_class = 2 force_divisor = 0.25 // 7.5 with hardness 30 (glass) thrown_force_divisor = 0.5 item_state = "shard-glass" attack_verb = list("stabbed", "slashed", "sliced", "cut") default_material = "glass" unbreakable = 1 //It's already broken. drops_debris = 0 /obj/item/weapon/material/shard/suicide_act(mob/user) viewers(user) << pick("\The [user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.", "\The [user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.") return (BRUTELOSS) /obj/item/weapon/material/shard/set_material(var/new_material) ..(new_material) if(!istype(material)) return icon_state = "[material.shard_icon][pick("large", "medium", "small")]" pixel_x = rand(-8, 8) pixel_y = rand(-8, 8) update_icon() if(material.shard_type) name = "[material.display_name] [material.shard_type]" desc = "A small piece of [material.display_name]. It looks sharp, you wouldn't want to step on it barefoot. Could probably be used as ... a throwing weapon?" switch(material.shard_type) if(SHARD_SPLINTER, SHARD_SHRAPNEL) gender = PLURAL else gender = NEUTER else qdel(src) /obj/item/weapon/material/shard/update_icon() if(material) color = material.icon_colour // 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity)) else color = "#ffffff" alpha = 255 /obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/weldingtool) && material.shard_can_repair) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0, user)) material.place_sheet(loc) qdel(src) return return ..() /obj/item/weapon/material/shard/Crossed(AM as mob|obj) ..() if(isliving(AM)) var/mob/M = AM if(M.buckled) //wheelchairs, office chairs, rollerbeds return playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds if(ishuman(M)) var/mob/living/carbon/human/H = M if(H.species.siemens_coefficient<0.5) //Thick skin. return if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) ) return M << "You step on \the [src]!" var/list/check = list("l_foot", "r_foot") while(check.len) var/picked = pick(check) var/obj/item/organ/external/affecting = H.get_organ(picked) if(affecting) if(affecting.robotic >= ORGAN_ROBOT) return if(affecting.take_damage(force, 0)) H.UpdateDamageIcon() H.updatehealth() if(affecting.can_feel_pain()) H.Weaken(3) return check -= picked return // Preset types - left here for the code that uses them /obj/item/weapon/material/shard/shrapnel/New(loc) ..(loc, "steel") /obj/item/weapon/material/shard/phoron/New(loc) ..(loc, "phglass")