/obj/structure/stool/bed/chair/e_chair name = "electric chair" desc = "Looks absolutely SHOCKING!" icon_state = "echair0" var/on = 0 var/obj/item/assembly/shock_kit/part = null var/last_time = 1.0 /obj/structure/stool/bed/chair/e_chair/New() overlays += image('objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) return /obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench)) var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(src.loc) playsound(src.loc, 'Ratchet.ogg', 50, 1) C.dir = src.dir src.part.loc = src.loc src.part.master = null src.part = null del(src) return return /obj/structure/stool/bed/chair/e_chair/verb/toggle() set name = "Toggle Electric Chair" set category = "Object" set src in oview(1) if(on) on = 0 icon_state = "echair0" else on = 1 icon_state = "echair1" return /obj/structure/stool/bed/chair/e_chair/rotate() ..() overlays = null overlays += image('objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete return /obj/structure/stool/bed/chair/e_chair/proc/shock() if(!(src.on)) return if((src.last_time + 50) > world.time) return src.last_time = world.time // special power handling var/area/A = get_area(src) if(!isarea(A)) return if(!A.powered(EQUIP)) return A.use_power(EQUIP, 5000) var/light = A.power_light A.updateicon() flick("echair1", src) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(12, 1, src) s.start() if(buckled_mob) buckled_mob.burn_skin(85) buckled_mob << "\red You feel a deep shock course through your body!" sleep(1) buckled_mob.burn_skin(85) buckled_mob.Stun(600) for(var/mob/M in hearers(src, null)) M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2) A.power_light = light A.updateicon() return