/obj/structure/chair/e_chair
name = "electric chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "echair0"
item_chair = null
var/obj/item/assembly/shock_kit/part = null
var/last_time = 1.0
var/delay_time = 50
var/shocking = FALSE
/obj/structure/chair/e_chair/Initialize(mapload, obj/item/assembly/shock_kit/sk)
. = ..()
update_icon(UPDATE_OVERLAYS)
if(sk)
part = sk
if(isnull(part)) //This e-chair was not custom built
part = new(src)
var/obj/item/clothing/head/helmet/part1 = new(part)
var/obj/item/electropack/part2 = new(part)
part2.integrated_signaler.frequency = 1445
part2.integrated_signaler.code = 6
part2.master = part
part.part1 = part1
part.part2 = part2
/obj/structure/chair/e_chair/examine(mob/user)
. = ..()
. += "You can Alt-Click [src] to activate it."
/obj/structure/chair/e_chair/wrench_act(mob/user, obj/item/I)
. = TRUE
var/obj/structure/chair/C = new /obj/structure/chair(loc)
I.play_tool_sound(src, 50)
C.dir = dir
part.loc = loc
part.master = null
part = null
visible_message("[user] deconstructs [src].")
qdel(src)
/obj/structure/chair/e_chair/AltClick(mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
return
if(last_time + delay_time > world.time)
to_chat(user, "[src] is not ready yet!")
return
to_chat(user, "You activate [src].")
shock()
/obj/structure/chair/e_chair/rotate()
..()
update_icon(UPDATE_OVERLAYS)
/obj/structure/chair/e_chair/update_icon_state()
icon_state = "echair[shocking]"
/obj/structure/chair/e_chair/update_overlays()
. = ..()
. += image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1, dir)
/obj/structure/chair/e_chair/proc/shock()
if(last_time + delay_time > world.time)
return
last_time = world.time
shocking = TRUE
update_icon(UPDATE_ICON_STATE)
spawn(delay_time)
shocking = FALSE
update_icon(UPDATE_ICON_STATE)
// special power handling
var/area/A = get_area(src)
if(!isarea(A))
return
if(!A.powernet.has_power(PW_CHANNEL_EQUIPMENT))
return
A.powernet.use_active_power(PW_CHANNEL_EQUIPMENT, 5000)
A.update_icon(UPDATE_ICON_STATE)
flick("echair_shock", src)
do_sparks(12, 1, src)
visible_message("The electric chair went off!", "You hear a deep sharp shock!")
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act(110, src, 1)
to_chat(buckled_mob, "You feel a deep shock course through your body!")
spawn(1)
buckled_mob.electrocute_act(110, src, 1)