diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 0e9e4c5df39..814fe2fc07e 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -718,13 +718,16 @@
/obj/structure/table/glass
name = "glass table"
- desc = "Looks fragile. You should totally flip it. It's begging you too."
+ desc = "Looks fragile. You should totally flip it. It is begging for it."
icon_state = "glass_table"
parts = /obj/item/weapon/table_parts/glass
health = 10
/obj/structure/table/glass/flip(var/direction)
- src.visible_message("\The [src] shatters, and the frame collapses!")
+ src.collapse()
+
+/obj/structure/table/glass/proc/collapse() //glass table collapse is called twice in this code, more efficent to just have a proc
+ src.visible_message("\The [src] shatters, and the frame collapses!", "You hear metal collapsing and glass shattering.")
new /obj/item/weapon/table_parts/glass(loc)
getFromPool(/obj/item/weapon/shard, loc)
if(prob(50)) //50% chance to spawn two shards
@@ -744,9 +747,10 @@
if(!G.confirm())
return
G.affecting.loc = src.loc
- G.affecting.Weaken(5)
- visible_message("\red [G.assailant] puts [G.affecting] on the table.")
+ G.affecting.Weaken(7)
+ visible_message("[G.assailant] smashes [G.affecting] onto \the [src]!")
del(I)
+ src.collapse()
return
if (istype(I, /obj/item/weapon/wrench))
@@ -768,7 +772,7 @@
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 4))
- O.show_message("\blue The wooden table was sliced apart by [user]!", 1, "\red You hear glass being sliced apart.", 2)
+ O.show_message("\The [src] was sliced apart by [user]!", 1, "You hear glass being sliced apart.", 2)
new /obj/item/weapon/table_parts/glass( src.loc )
new /obj/item/stack/sheet/glass( src.loc )
del(src)