/obj/item/weapon/soap name = "soap" desc = "A cheap bar of soap. Doesn't smell." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "soap" w_class = 1.0 throwforce = 0 throw_speed = 4 throw_range = 20 discrete = 1 var/cleanspeed = 50 //slower than mop /obj/item/weapon/soap/nanotrasen desc = "A Nanotrasen brand bar of soap. Smells of plasma." icon_state = "soapnt" /obj/item/weapon/soap/homemade desc = "A homemade bar of soap. Smells of... well...." icon_state = "soapgibs" cleanspeed = 45 // a little faster to reward chemists for going to the effort /obj/item/weapon/soap/ducttape desc = "A homemade bar of soap. It seems to be gibs and tape..Will this clean anything?" icon_state = "soapgibs" /obj/item/weapon/soap/ducttape/afterattack(atom/target, mob/user as mob, proximity) if(!proximity) return if(user.client && (target in user.client.screen)) to_chat(user, "You need to take that [target.name] off before 'cleaning' it.") else user.visible_message("[user] begins to smear [src] on \the [target.name].") if(do_after(user, src.cleanspeed, target = target)) to_chat(user, "You 'clean' \the [target.name].") if(istype(target, /turf/simulated)) new /obj/effect/decal/cleanable/blood/gibs/cleangibs(target) else if (istype(target,/mob/living/carbon)) for(var/obj/item/carried_item in target.contents) if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant. carried_item.add_blood(target)//Oh yes, there will be blood... var/mob/living/carbon/human/H = target H.bloody_hands(target,0) H.bloody_body(target) return /obj/item/weapon/soap/deluxe desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms." icon_state = "soapdeluxe" cleanspeed = 40 //slightly better because deluxe -- captain gets one of these /obj/item/weapon/soap/syndie desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster." icon_state = "soapsyndie" cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes