/obj/item/shard/supermatter name = "supermatter shard" desc = "A shard of supermatter. Incredibly dangerous, though not large enough to go critical." force = 10.0 throwforce = 20.0 icon_state = "supermatter" sharp = 1 edge = 1 w_class = WEIGHT_CLASS_SMALL flags = CONDUCT light_color = "#8A8A00" var/brightness = 2 /obj/item/shard/supermatter/New() src.icon_state = "supermatter" + pick("large", "medium", "small") switch(src.icon_state) if("supermattersmall") src.pixel_x = rand(-12, 12) src.pixel_y = rand(-12, 12) if("supermattermedium") src.pixel_x = rand(-8, 8) src.pixel_y = rand(-8, 8) if("supermatterlarge") src.pixel_x = rand(-5, 5) src.pixel_y = rand(-5, 5) else set_light(brightness) /obj/item/shard/supermatter/attackby(obj/item/W as obj, mob/user as mob) if( istype( W, /obj/item/tongs )) var/obj/item/tongs/T = W T.pick_up( src ) T.icon_state = "tongs_supermatter" return ..() /obj/item/shard/supermatter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1) return ..() /obj/item/shard/supermatter/Crossed(AM as mob|obj) if(ismob(AM)) var/mob/M = AM to_chat(M, "You step on \the [src]!") playsound(src.loc, 'sound/effects/glass_step_sm.ogg', 70, 1) // not sure how to handle metal shards with sounds if(ishuman(M)) var/mob/living/carbon/human/H = M if(H.species.flags & IS_SYNTHETIC) //Thick skin. return if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) ) var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot")) if(affecting.status & ORGAN_ROBOT) return if(affecting.receive_damage(5, 20)) H.UpdateDamageIcon() H.updatehealth() if(!(H.species && (H.species.flags & NO_PAIN))) H.Weaken(3) ..() /obj/item/shard/supermatter/attack_hand(var/mob/user) if(!istype(user,/mob/living/carbon/human/nucleation)) to_chat(user, pick( "You think twice before touching that without protection.",) "You don't want to touch that without some protection.", "You probably should get something else to pick that up.", "You aren't sure that's a good idea.", "You aren't in the mood to get vaporized today.", "You really don't feel like frying your hand off.", "You assume that's a bad idea." ) return ..() /obj/item/tongs name = "tongs" desc = "Tungsten-alloy tongs used for handling dangerous materials." force = 7.0 throwforce = 12.0 icon = 'icons/obj/weapons.dmi' icon_state = "tongs" edge = 1 w_class = WEIGHT_CLASS_SMALL flags = CONDUCT var/obj/item/held = null // The item currently being held /obj/item/tongs/proc/pick_up( var/obj/item/I ) held = I I.loc = src playsound(loc, 'sound/effects/tong_pickup.ogg', 50, 1, -1) /obj/item/tongs/attack_self(var/mob/user as mob) if( held ) var/turf/T = get_turf(user.loc) held.loc = T held = null icon_state = initial(icon_state) ..()