/obj/proc/take_damage() return //the sound played when the obj is damaged. /obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/weapons/smash.ogg', 50, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, 1) /obj/singularity_act() ex_act(1) if(src && !qdeleted(src)) qdel(src) return 2 //// FIRE /obj/fire_act(global_overlay=1) if(!burn_state) burn_state = ON_FIRE fire_master.burning += src burn_world_time = world.time + burntime*rand(10,20) if(global_overlay) overlays += fire_overlay return 1 /obj/proc/burn() empty_object_contents(1, loc) var/obj/effect/decal/cleanable/ash/A = new(loc) A.desc = "Looks like this used to be a [name] some time ago." fire_master.burning -= src qdel(src) /obj/proc/extinguish() if(burn_state == ON_FIRE) burn_state = FLAMMABLE overlays -= fire_overlay fire_master.burning -= src /obj/proc/tesla_act(power) being_shocked = TRUE var/power_bounced = power * 0.5 tesla_zap(src, 3, power_bounced) addtimer(src, "reset_shocked", 10) /obj/proc/reset_shocked() being_shocked = FALSE //the obj is deconstructed into pieces, whether through careful disassembly or when destroyed. /obj/proc/deconstruct(disassembled = TRUE) qdel(src)