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)