diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm
index a38bde2d87e..f9eaec9729d 100644
--- a/code/defines/obj/weapon.dm
+++ b/code/defines/obj/weapon.dm
@@ -1509,6 +1509,19 @@ Total SMES charging rate should not exceed total power generation rate, or an ov
w_class = 3.0
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 3000
+ var/food_total= 0
+ var/burger_amt = 0
+ var/cheese_amt = 0
+ var/fries_amt = 0
+ var/classyalcdrink_amt = 0
+ var/alcdrink_amt = 0
+ var/bottle_amt = 0
+ var/soda_amt = 0
+ var/carton_amt = 0
+ var/pie_amt = 0
+ var/meatbreadslice_amt = 0
+ var/salad_amt = 0
+ var/miscfood_amt = 0
/obj/item/weapon/kitchen/utensil
diff --git a/code/game/objects/items/item.dm b/code/game/objects/items/item.dm
index 5a9afbdf91e..ec406866627 100644
--- a/code/game/objects/items/item.dm
+++ b/code/game/objects/items/item.dm
@@ -352,7 +352,7 @@
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)
affecting.take_damage(b_dam, f_dam)
- H.UpdateDamageIcon()
+ H.UpdateDamageIcon() ///Only reference I can find on the attack() proc actually changing mob icon -Agouri
else
switch(src.damtype)
if("brute")
diff --git a/code/game/objects/items/weapons/guns_ammo.dm b/code/game/objects/items/weapons/guns_ammo.dm
index 1f54cc2e3fc..c1f148c3f2a 100644
--- a/code/game/objects/items/weapons/guns_ammo.dm
+++ b/code/game/objects/items/weapons/guns_ammo.dm
@@ -489,7 +489,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
/obj/item/weapon/gun/detectiverevolver/attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
// var/mob/living/carbon/human/H = M
- var/detective = (istype(user:w_uniform, /obj/item/clothing/under/det) && istype(user:head, /obj/item/clothing/head/det_hat) && istype(user:wear_suit, /obj/item/clothing/suit/det_suit))
+ var/detective = (istype(H.w_uniform, /obj/item/clothing/under/det) && istype(H.head, /obj/item/clothing/head/det_hat) && istype(H.wear_suit, /obj/item/clothing/suit/det_suit))
// ******* Check
diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm
index 6ff7bc1a8b1..559025d04cd 100644
--- a/code/game/objects/items/weapons/kitchen.dm
+++ b/code/game/objects/items/weapons/kitchen.dm
@@ -147,8 +147,17 @@ KNIFE
//playsound(M, 'trayhit2.wav', 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 == ("eyes" || "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
+
+
if(prob(15))
M.weakened += 3
M.bruteloss += 3
@@ -157,27 +166,39 @@ KNIFE
if(prob(50))
//playsound(M, 'trayhit1.wav', 50, 1)
for(var/mob/O in viewers(M, null))
- O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
return
else
//playsound(M, 'trayhit2.wav', 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("\red [] slams [] with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
return
- var/mob/living/carbon/human/H = M ///////////////////////////////////// //Oh boy, guy chose to attack the eyes! Let's prepare a new variable!
+
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
M << "\red 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, 'trayhit1.wav', 50, 1)
for(var/mob/O in viewers(M, null))
- O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
else
//playsound(M, 'trayhit2.wav', 50, 1) //sound playin'
for(var/mob/O in viewers(M, null))
- O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] with the tray!", user, M), 1)
if(prob(10))
M.stunned = rand(1,3)
M.bruteloss += 3
@@ -188,14 +209,20 @@ KNIFE
else //No eye or head protection, tough luck!
M << "\red 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, 'trayhit1.wav', 50, 1)
for(var/mob/O in viewers(M, null))
- O.show_message(text("\red [] slams [] in the face with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] in the face with the tray!", user, M), 1)
else
//playsound(M, 'trayhit2.wav', 50, 1) //sound playin' again
for(var/mob/O in viewers(M, null))
- O.show_message(text("\red [] slams [] in the face with the tray!", user, M), 1)
+ O.show_message(text("\red [] slams [] in the face with the tray!", user, M), 1)
if(prob(30))
M.stunned = rand(2,4)
M.bruteloss +=4
@@ -223,4 +250,27 @@ KNIFE
viewers(3,user) << "[user] takes a piece of omelette with his fork!"
reagents.remove_reagent("nutriment", 1)
if (reagents.total_volume <= 0)
- del(src)*/
\ No newline at end of file
+ del(src)*/
+
+
+/* if (prob(33))
+ var/turf/location = H.loc
+ if (istype(location, /turf/simulated))
+ location.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)
+ if (istype(user, /mob/living/carbon/human))
+ var/mob/living/carbon/human/user2 = user
+ if (user2.gloves)
+ user2.gloves.add_blood(H)
+ else
+ user2.add_blood(H)
+ if (prob(15))
+ if (user2.wear_suit)
+ user2.wear_suit.add_blood(H)
+ else if (user2.w_uniform)
+ user2.w_uniform.add_blood(H)*/
\ No newline at end of file