/* Table Frames * Contains: * Frames * Wooden Frames */ /* * Normal Frames */ /obj/structure/table_frame name = "table frame" desc = "Four metal legs with four framing rods for a table. You could easily pass through this." icon = 'icons/obj/structures.dmi' icon_state = "table_frame" density = FALSE anchored = FALSE layer = PROJECTILE_HIT_THRESHHOLD_LAYER max_integrity = 100 var/framestack = /obj/item/stack/rods var/framestackamount = 2 /obj/structure/table_frame/attackby(obj/item/I, mob/user, params) if(iswrench(I)) to_chat(user, "You start disassembling [src]...") playsound(loc, I.usesound, 50, 1) if(do_after(user, 30*I.toolspeed, target = src)) playsound(loc, 'sound/items/deconstruct.ogg', 50, 1) deconstruct(TRUE) else if(istype(I, /obj/item/stack/sheet/plasteel)) var/obj/item/stack/sheet/plasteel/P = I if(P.get_amount() < 1) to_chat(user, "You need one plasteel sheet to do this!") return to_chat(user, "You start adding [P] to [src]...") if(do_after(user, 50, target = src) && P.use(1)) make_new_table(/obj/structure/table/reinforced) else if(istype(I, /obj/item/stack/sheet/metal)) var/obj/item/stack/sheet/metal/M = I if(M.get_amount() < 1) to_chat(user, "You need one metal sheet to do this!") return to_chat(user, "You start adding [M] to [src]...") if(do_after(user, 20, target = src) && M.use(1)) make_new_table(/obj/structure/table) else if(istype(I, /obj/item/stack/sheet/glass)) var/obj/item/stack/sheet/glass/G = I if(G.get_amount() < 1) to_chat(user, "You need one glass sheet to do this!") return to_chat(user, "You start adding [G] to [src]...") if(do_after(user, 20, target = src) && G.use(1)) make_new_table(/obj/structure/table/glass) else if(istype(I, /obj/item/stack/tile/carpet/black)) var/obj/item/stack/tile/carpet/black/C = I if(C.get_amount() < 1) to_chat(user, "You need one black carpet sheet to do this!") return to_chat(user, "You start adding [C] to [src]...") if(do_after(user, 20, target = src) && C.use(1)) make_new_table(/obj/structure/table/wood/fancy/black) else if(istype(I, /obj/item/stack/tile/carpet)) var/obj/item/stack/tile/carpet/C = I if(C.get_amount() < 1) to_chat(user, "You need one carpet sheet to do this!") return to_chat(user, "You start adding [C] to [src]...") if(do_after(user, 20, target = src) && C.use(1)) make_new_table(/obj/structure/table/wood/fancy) else return ..() /obj/structure/table_frame/proc/make_new_table(table_type) //makes sure the new table made retains what we had as a frame var/obj/structure/table/T = new table_type(loc) T.frame = type T.framestack = framestack T.framestackamount = framestackamount qdel(src) /obj/structure/table_frame/deconstruct(disassembled = TRUE) new framestack(get_turf(src), framestackamount) qdel(src) /obj/structure/table_frame/narsie_act() new /obj/structure/table_frame/wood(loc) qdel(src) /obj/structure/table_frame/ratvar_act() new /obj/structure/table_frame/brass(loc) qdel(src) /* * Wooden Frames */ /obj/structure/table_frame/wood name = "wooden table frame" desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this." icon_state = "wood_frame" framestack = /obj/item/stack/sheet/wood framestackamount = 2 burn_state = FLAMMABLE /obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/stack/sheet/wood)) var/obj/item/stack/sheet/wood/W = I if(W.get_amount() < 1) to_chat(user, "You need one wood sheet to do this!") return to_chat(user, "You start adding [W] to [src]...") if(do_after(user, 20, target = src) && W.use(1)) make_new_table(/obj/structure/table/wood) return else if(istype(I, /obj/item/stack/tile/carpet)) var/obj/item/stack/tile/carpet/C = I if(C.get_amount() < 1) to_chat(user, "You need one carpet sheet to do this!") return to_chat(user, "You start adding [C] to [src]...") if(do_after(user, 20, target = src) && C.use(1)) make_new_table(/obj/structure/table/wood/poker) else return ..() /obj/structure/table_frame/brass name = "brass table frame" desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch." icon_state = "brass_frame" burn_state = FIRE_PROOF unacidable = 1 framestack = /obj/item/stack/tile/brass framestackamount = 1 /obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/stack/tile/brass)) var/obj/item/stack/tile/brass/W = I if(W.get_amount() < 1) to_chat(user, "You need one brass sheet to do this!") return to_chat(user, "You start adding [W] to [src]...") if(do_after(user, 20, target = src) && W.use(1)) make_new_table(/obj/structure/table/reinforced/brass) else return ..() /obj/structure/table_frame/brass/narsie_act() ..() if(src) //do we still exist? var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8)