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Table smashing is now more interesting.
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@@ -159,14 +159,37 @@ TABLE AND RACK OBJECT INTERATIONS
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var/mob/living/carbon/human/H = G.affecting
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var/datum/organ/external/affecting = H.get_organ("head")
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affecting.take_damage(4, 0)
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if(prob(25))
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add_blood(G.affecting)
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affecting.take_damage(rand(10,15), 0)
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H.Weaken(2)
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if(prob(20)) // One chance in 20 to DENT THE TABLE
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affecting.take_damage(rand(0,5), 0) //Extra damage
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if(dented)
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G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] with enough force to further deform \the [src]!\nYou wish you could unhear that sound.",\
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"\red You smash \the [H]\s head on \the [src] with enough force to leave another dent!\n[prob(50)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
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"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
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else
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dented = 1
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G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] so hard it left a dent!\nYou wish you could unhear that sound.",\
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"\red You smash \the [H]\s head on \the [src] with enough force to leave a dent!\n[prob(5)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
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"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
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else if(prob(50))
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G.assailant.visible_message("\red [G.assailant] smashes \the [G.assailant]\s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
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"\red You smash \the [H]\s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
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"\red You hear the nauseating crunch of bone and gristle on solid metal, the noise echoing through the room.")
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else
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G.assailant.visible_message("\red [G.assailant] smashes \the [G.assailant]\s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
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"\red You smash \the [H]\s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
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"\red You hear the nauseating crunch of bone and gristle on solid metal and the gurgling gasp of someone who is trying to breathe through their own blood.")
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else
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affecting.take_damage(rand(5,10), 0)
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G.assailant.visible_message("\red [G.assailant] smashes \the [H]\s head on \the [src]!",\
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"\red You smash \the [H]\s head on \the [src]!",\
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"\red You hear the nauseating crunch of bone and gristle on solid metal.")
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H.UpdateDamageIcon()
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H.updatehealth()
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playsound(src.loc, 'punch1.ogg', 50, 1, -3)
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src.add_blood(G.affecting)
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for(var/mob/O in viewers(world.view, src))
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if (O.client)
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O << text("\red [] smashes []'s head on the table!", G.assailant, G.affecting)
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return
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G.affecting.loc = src.loc
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G.affecting.Weaken(5)
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