/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user) if(istype(W, /obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/C = W if(!wired) if(C.amount >= 2) C.amount -= 2 wired = 1 siemens_coefficient = 1 user << "You wrap some wires around [src]." update_icon() else user << "There is not enough wire to cover [src]." else user << "[src] are already wired." else if(istype(W, /obj/item/weapon/cell)) if(!wired) user << "[src] need to be wired first." else if(!cell) user.drop_item() W.loc = src cell = W user << "You attach a cell to [src]." update_icon() else user << "[src] already have a cell." else if(istype(W, /obj/item/weapon/wirecutters)) if(cell) cell.loc = get_turf(src.loc) cell = 0 user << "You cut the cell away from [src]." update_icon() return if(wired) //wires disappear into the void because fuck that shit wired = 0 siemens_coefficient = siemens_coefficient_archived user << "You cut the wires away from [src]." update_icon() ..() return /obj/item/clothing/gloves/update_icon() //beep beep this'll probably break everything ..() overlays = null if(wired) overlays += "gloves_wire" if(cell) overlays += "gloves_cell" /obj/item/clothing/gloves/New() siemens_coefficient_archived = siemens_coefficient