/obj/structure icon = 'icons/obj/structures.dmi' pressure_resistance = 8 var/climbable var/mob/climber /obj/structure/blob_act() if(prob(50)) qdel(src) /obj/structure/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(50)) qdel(src) return if(3.0) return /obj/structure/Destroy() if(hascall(src, "unbuckle")) src:unbuckle() return ..() /obj/structure/mech_melee_attack(obj/mecha/M) if(M.damtype == "brute") M.occupant_message("You hit [src].") visible_message("[src] has been hit by [M.name].") return 1 return 0 /obj/structure/New() ..() if(climbable) verbs += /obj/structure/proc/climb_on /obj/structure/proc/climb_on() set name = "Climb structure" set desc = "Climbs onto a structure." set category = null set src in oview(1) do_climb(usr) /obj/structure/MouseDrop_T(var/atom/movable/C, mob/user as mob) if(C == user) do_climb(user) /obj/structure/proc/do_climb(var/mob/living/user) if (!can_touch(user) || !climbable) return for(var/obj/O in range(0, src)) if(O.density == 1 && O != src && !istype(O, /obj/machinery/door/window)) //Ignores windoors, as those already block climbing, otherwise a windoor on the opposite side of a table would prevent climbing. user << "\red You cannot climb [src], as it is blocked by \a [O]!" return for(var/turf/T in range(0, src)) if(T.density == 1) user << "\red You cannot climb [src], as it is blocked by \a [T]!" return var/turf/T = src.loc if(!T || !istype(T)) return var/obj/machinery/door/poddoor/shutters/S = locate() in T.contents if(S && S.density) return usr.visible_message("[user] starts climbing onto \the [src]!") climber = user if(!do_after(user,50)) climber = null return if (!can_touch(user) || !climbable) climber = null return S = locate() in T.contents if(S && S.density) climber = null return usr.loc = get_turf(src) if (get_turf(user) == get_turf(src)) usr.visible_message("[user] climbs onto \the [src]!") climber = null /obj/structure/proc/structure_shaken() for(var/mob/living/M in get_turf(src)) if(M.lying) return //No spamming this on people. M.Weaken(5) M << "\red You topple as \the [src] moves under you!" if(prob(25)) var/damage = rand(15,30) var/mob/living/carbon/human/H = M if(!istype(H)) H << "\red You land heavily!" M.adjustBruteLoss(damage) return var/obj/item/organ/external/affecting switch(pick(list("ankle","wrist","head","knee","elbow"))) if("ankle") affecting = H.get_organ(pick("l_foot", "r_foot")) if("knee") affecting = H.get_organ(pick("l_leg", "r_leg")) if("wrist") affecting = H.get_organ(pick("l_hand", "r_hand")) if("elbow") affecting = H.get_organ(pick("l_arm", "r_arm")) if("head") affecting = H.get_organ("head") if(affecting) M << "\red You land heavily on your [affecting.name]!" affecting.take_damage(damage, 0) if(affecting.parent) affecting.parent.add_autopsy_data("Misadventure", damage) else H << "\red You land heavily!" H.adjustBruteLoss(damage) H.UpdateDamageIcon() H.updatehealth() return /obj/structure/proc/can_touch(var/mob/user) if (!user) return 0 if(!Adjacent(user)) return 0 if (user.restrained() || user.buckled) user << "You need your hands and legs free for this." return 0 if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened) return 0 if (issilicon(user)) user << "You need hands for this." return 0 return 1