/obj/item/slapper
name = "slapper"
desc = "This is how real men fight."
icon_state = "latexballon"
item_state = "nothing"
force = 0
throwforce = 0
flags = DROPDEL | ABSTRACT
attack_verb = list("slapped")
hitsound = 'sound/weapons/slap.ogg'
/// How many smaller table smacks we can do before we're out
var/table_smacks_left = 3
/obj/item/slapper/attack(mob/M, mob/living/carbon/human/user)
user.do_attack_animation(M)
playsound(M, hitsound, 50, TRUE, -1)
user.visible_message("[user] slaps [M]!", "You slap [M]!", "You hear a slap.")
if(force)
return ..()
/obj/item/slapper/attack_obj(obj/O, mob/living/user, params)
if(!istype(O, /obj/structure/table))
return ..()
var/obj/structure/table/the_table = O
if(user.a_intent == INTENT_HARM && table_smacks_left == initial(table_smacks_left)) // so you can't do 2 weak slaps followed by a big slam
transform = transform.Scale(1.5) // BIG slap
if(HAS_TRAIT(user, TRAIT_HULK))
transform = transform.Scale(2)
color = COLOR_GREEN
user.do_attack_animation(the_table)
if(ishuman(user))
var/mob/living/carbon/human/human_user = user
if(istype(human_user.shoes, /obj/item/clothing/shoes/cowboy))
human_user.say(pick("Hot damn!", "Hoo-wee!", "Got-dang!"))
playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 110, TRUE)
user.visible_message("[user] slams [user.p_their()] fist down on [the_table]!", "You slam your fist down on [the_table]!")
qdel(src)
else
user.do_attack_animation(the_table)
playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 40, TRUE)
user.visible_message("[user] slaps [user.p_their()] hand on [the_table].", "You slap your hand on [the_table].")
table_smacks_left--
if(table_smacks_left <= 0)
qdel(src)