/obj/item/weapon/caution desc = "Caution! Wet Floor!" name = "wet floor sign" icon = 'icons/obj/janitor.dmi' icon_state = "caution" force = 1.0 throwforce = 3.0 throw_speed = 1 throw_range = 5 w_class = 2.0 attack_verb = list("warned", "cautioned", "smashed") proximity_sign var/timing = 0 var/armed = 0 var/timepassed = 0 attack_self(mob/user as mob) if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.mind.assigned_role != "Janitor") return if(armed) armed = 0 user << "\blue You disarm \the [src]." return timing = !timing if(timing) processing_objects.Add(src) else armed = 0 timepassed = 0 H << "\blue You [timing ? "activate \the [src]'s timer, you have 15 seconds." : "de-activate \the [src]'s timer."]" process() if(!timing) processing_objects.Remove(src) timepassed++ if(timepassed >= 15 && !armed) armed = 1 timing = 0 HasProximity(atom/movable/AM as mob|obj) if(armed) if(istype(AM, /mob/living/carbon) && !istype(AM, /mob/living/carbon/brain)) var/mob/living/carbon/C = AM if(C.m_intent != "walk") src.visible_message("The [src.name] beeps, \"Running on wet floors is hazardous to your health.\"") explosion(src.loc,-1,0,2) if(ishuman(C)) dead_legs(C) if(src) qdel(src) proc/dead_legs(mob/living/carbon/human/H as mob) var/obj/item/organ/external/l = H.get_organ("l_leg") var/obj/item/organ/external/r = H.get_organ("r_leg") if(l && !(l.status & ORGAN_DESTROYED)) l.status |= ORGAN_DESTROYED if(r && !(r.status & ORGAN_DESTROYED)) r.status |= ORGAN_DESTROYED