/obj/item/weapon/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 = 2 flags = CONDUCT light_color = "#8A8A00" var/brightness = 2 /obj/item/weapon/shard/supermatter/New() src.icon_state = pick("supermatter") 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/weapon/shard/supermatter/attackby(obj/item/weapon/W as obj, mob/user as mob) if( istype( W, /obj/item/weapon/tongs )) var/obj/item/weapon/tongs/T = W T.pick_up( src ) T.icon_state = "tongs_supermatter" return ..() /obj/item/weapon/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/weapon/shard/supermatter/Crossed(AM as mob|obj) if(ismob(AM)) var/mob/M = AM M << "\red 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.take_damage(5, 20)) H.UpdateDamageIcon() H.updatehealth() if(!(H.species && (H.species.flags & NO_PAIN))) H.Weaken(3) ..() /obj/item/weapon/shard/supermatter/attack_hand(var/mob/user) if(!istype(user,/mob/living/carbon/human/nucleation)) user << pick( "\red You think twice before touching that without protection.", "\red You don't want to touch that without some protection.", "\red You probably should get something else to pick that up.", "\red You aren't sure that's a good idea.", "\red You aren't in the mood to get vaporized today.", "\red You really don't feel like frying your hand off.", "\red You assume that's a bad idea." ) return ..() /obj/item/weapon/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 = 2 flags = CONDUCT var/obj/item/held = null // The item currently being held /obj/item/weapon/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/weapon/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) ..()