Merge pull request #817 from tigercat2000/SMASHtable

Makes glass tables smash when someone is tabled
This commit is contained in:
ZomgPonies
2015-04-16 16:37:57 -04:00
+9 -5
View File
@@ -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("<span class='warning'>\The [src] shatters, and the frame collapses!</span>")
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("<span class='warning'>\The [src] shatters, and the frame collapses!</span>", "<span class='warning'>You hear metal collapsing and glass shattering.</span>")
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("<span class='warning'>[G.assailant] smashes [G.affecting] onto \the [src]!</span>")
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("<span class='notice'>\The [src] was sliced apart by [user]!</span>", 1, "<span class='warning'>You hear glass being sliced apart.</span>", 2)
new /obj/item/weapon/table_parts/glass( src.loc )
new /obj/item/stack/sheet/glass( src.loc )
del(src)