/* * Trays - Agouri */ /obj/item/weapon/tray name = "tray" icon = 'icons/obj/food.dmi' icon_state = "tray" desc = "A metal tray to lay food on." throwforce = 12.0 throwforce = 10.0 throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_NORMAL matter = list(DEFAULT_WALL_MATERIAL = 3000) var/list/carrying = list() // List of things on the tray. - Doohl var/max_carry = 10 /obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) user.setClickCooldown(user.get_attack_speed(src)) // Drop all the things. All of them. overlays.Cut() for(var/obj/item/I in carrying) I.loc = M.loc carrying.Remove(I) if(isturf(I.loc)) spawn() for(var/i = 1, i <= rand(1,2), i++) if(I) step(I, pick(NORTH,SOUTH,EAST,WEST)) sleep(rand(2,4)) if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown? M << "You accidentally slam yourself with the [src]!" M.Weaken(1) user.take_organ_damage(2) if(prob(50)) playsound(M, 'sound/items/trayhit1.ogg', 50, 1) return else playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3 var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later. if(!(user.zone_sel.selecting == (O_EYES || BP_HEAD))) //////////////hitting anything else other than the eyes if(prob(33)) src.add_blood(H) var/turf/location = H.loc if (istype(location, /turf/simulated)) location.add_blood(H) ///Plik plik, the sound of blood add_attack_logs(user,M,"Hit with [src]") if(prob(15)) M.Weaken(3) M.take_organ_damage(3) else M.take_organ_damage(5) if(prob(50)) playsound(M, 'sound/items/trayhit1.ogg', 50, 1) for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] with the tray!", user, M), 1) return else playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //we applied the damage, we played the sound, we showed the appropriate messages. Time to return and stop the proc for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] with the tray!", user, M), 1) return var/protected = 0 for(var/slot in list(slot_head, slot_wear_mask, slot_glasses)) var/obj/item/protection = M.get_equipped_item(slot) if(istype(protection) && (protection.body_parts_covered & FACE)) protected = 1 break if(protected) M << "You get slammed in the face with the tray, against your mask!" if(prob(33)) src.add_blood(H) if (H.wear_mask) H.wear_mask.add_blood(H) if (H.head) H.head.add_blood(H) if (H.glasses && prob(33)) H.glasses.add_blood(H) var/turf/location = H.loc if (istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v location.add_blood(H) if(prob(50)) playsound(M, 'sound/items/trayhit1.ogg', 50, 1) for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] with the tray!", user, M), 1) else playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] with the tray!", user, M), 1) if(prob(10)) M.Stun(rand(1,3)) M.take_organ_damage(3) return else M.take_organ_damage(5) return else //No eye or head protection, tough luck! M << "You get slammed in the face with the tray!" if(prob(33)) src.add_blood(M) var/turf/location = H.loc if (istype(location, /turf/simulated)) location.add_blood(H) if(prob(50)) playsound(M, 'sound/items/trayhit1.ogg', 50, 1) for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] in the face with the tray!", user, M), 1) else playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' again for(var/mob/O in viewers(M, null)) O.show_message(text("[] slams [] in the face with the tray!", user, M), 1) if(prob(30)) M.Stun(rand(2,4)) M.take_organ_damage(4) return else M.take_organ_damage(8) if(prob(30)) M.Weaken(2) return return /obj/item/weapon/tray/var/cooldown = 0 //shield bash cooldown. based on world.time /obj/item/weapon/tray/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/material/kitchen/rollingpin)) if(cooldown < world.time - 25) user.visible_message("[user] bashes [src] with [W]!") playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1) cooldown = world.time else ..() /* ===============~~~~~================================~~~~~==================== = = = Code for trays carrying things. By Doohl for Doohl erryday Doohl Doohl~ = = = ===============~~~~~================================~~~~~==================== */ /obj/item/weapon/tray/proc/calc_carry() // calculate the weight of the items on the tray var/val = 0 // value to return for(var/obj/item/I in carrying) if(I.w_class == ITEMSIZE_TINY) val ++ else if(I.w_class == ITEMSIZE_SMALL) val += 3 else val += 5 return val /obj/item/weapon/tray/pickup(mob/user) if(!isturf(loc)) return for(var/obj/item/I in loc) if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) ) var/add = 0 if(I.w_class == ITEMSIZE_TINY) add = 1 else if(I.w_class == ITEMSIZE_SMALL) add = 3 else add = 5 if(calc_carry() + add >= max_carry) break var/image/Img = new(src.icon) I.loc = src carrying.Add(I) Img.icon = I.icon Img.icon_state = I.icon_state Img.layer = layer + I.layer*0.01 if(istype(I, /obj/item/weapon/material)) var/obj/item/weapon/material/O = I if(O.applies_material_colour) Img.color = O.color overlays += Img /obj/item/weapon/tray/dropped(mob/user) var/noTable = null spawn() //Allows the tray to udpate location, rather than just checking against mob's location if(isturf(src.loc) && !(locate(/obj/structure/table) in src.loc)) noTable = 1 if(isturf(loc) && !(locate(/mob/living) in src.loc)) overlays.Cut() for(var/obj/item/I in carrying) I.forceMove(src.loc) carrying.Remove(I) if(noTable) for(var/i = 1, i <= rand(1,2), i++) if(I) step(I, pick(NORTH,SOUTH,EAST,WEST)) sleep(rand(2,4))