//////Kitchen Spike /obj/structure/kitchenspike_frame name = "meatspike frame" icon = 'icons/obj/kitchen.dmi' icon_state = "spikeframe" desc = "The frame of a meat spike." density = 1 anchored = 0 /obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params) add_fingerprint(user) if(istype(I, /obj/item/wrench)) if(anchored) to_chat(user, "You unwrench [src] from the floor.") anchored = 0 else to_chat(user, "You wrench [src] into place.") anchored = 1 else if(istype(I, /obj/item/stack/rods)) var/obj/item/stack/rods/R = I if(R.get_amount() >= 4) R.use(4) to_chat(user, "You add spikes to the frame.") new /obj/structure/kitchenspike(loc) add_fingerprint(user) qdel(src) /obj/structure/kitchenspike name = "meat spike" icon = 'icons/obj/kitchen.dmi' icon_state = "spike" desc = "A spike for collecting meat from animals." density = 1 anchored = 1 buckle_lying = 0 can_buckle = 1 /obj/structure/kitchenspike/attackby(obj/item/grab/G as obj, mob/user as mob) if(istype(G, /obj/item/crowbar)) if(!buckled_mob) playsound(loc, G.usesound, 100, 1) if(do_after(user, 20 * G.toolspeed, target = src)) to_chat(user, "You pry the spikes out of the frame.") new /obj/item/stack/rods(loc, 4) new /obj/structure/kitchenspike_frame(loc) add_fingerprint(user) qdel(src) else to_chat(user, "You can't do that while something's on the spike!") return if(!istype(G, /obj/item/grab) || !G.affecting) return if(buckled_mob) to_chat(user, "The spike already has something on it, finish collecting its meat first!") else if(isliving(G.affecting)) if(!buckled_mob) if(do_mob(user, src, 120)) if(spike(G.affecting)) G.affecting.visible_message("[user] slams [G.affecting] onto the meat spike!", "[user] slams you onto the meat spike!", "You hear a squishy wet noise.") qdel(G) return to_chat(user, "You can't use that on the spike!") return /obj/structure/kitchenspike/proc/spike(var/mob/living/victim) if(!istype(victim)) return if(buckled_mob) //to prevent spam/queing up attacks return 0 if(victim.buckled) return 0 var/mob/living/H = victim playsound(loc, 'sound/effects/splat.ogg', 25, 1) H.forceMove(loc) H.emote("scream") if(ishuman(H)) H.add_splatter_floor() H.adjustBruteLoss(30) H.buckled = src H.dir = 2 buckled_mob = H var/matrix/m180 = matrix() m180.Turn(180) animate(H, transform = m180, time = 3) H.pixel_y = H.get_standard_pixel_y_offset(180) return 1 /obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking return /obj/structure/kitchenspike/user_unbuckle_mob(mob/living/carbon/human/user) if(buckled_mob && buckled_mob.buckled == src) var/mob/living/M = buckled_mob if(M != user) M.visible_message(\ "[user.name] tries to pull [M.name] free of the [src]!",\ "[user.name] is trying to pull you off of [src], opening up fresh wounds!",\ "You hear a squishy wet noise.") if(!do_after(user, 300, target = src)) if(M && M.buckled) M.visible_message(\ "[user.name] fails to free [M.name]!",\ "[user.name] fails to pull you off of [src].") return else M.visible_message(\ "[M.name] struggles to break free from the [src]!",\ "You struggle to break free from the [src], exacerbating your wounds! (Stay still for two minutes.)",\ "You hear a wet squishing noise..") M.adjustBruteLoss(30) if(!do_after(M, 1200, target = src)) if(M && M.buckled) to_chat(M, "You fail to free yourself!") return if(!M.buckled) return var/matrix/m180 = matrix(M.transform) m180.Turn(180) animate(M, transform = m180, time = 3) M.pixel_y = M.get_standard_pixel_y_offset(180) M.adjustBruteLoss(30) visible_message("[M] falls free of the [src]!") unbuckle_mob() M.emote("scream") M.AdjustWeakened(10)