/obj/item/assembly/shock_kit name = "Shock Kit" icon_state = "shock_kit" var/obj/item/clothing/head/helmet/part1 = null var/obj/item/device/radio/electropack/part2 = null status = 0.0 w_class = 5.0 flags = FPRINT | TABLEPASS| CONDUCT /obj/item/assembly/shock_kit/New() spawn (20) if (src) if (!(src.part1 && istype(src.part1))) src.part1 = new /obj/item/clothing/head/helmet(src) src.part1.master = src if (!(src.part2 && istype(src.part2))) src.part2 = new /obj/item/device/radio/electropack(src) src.part2.master = src return /obj/item/assembly/shock_kit/disposing() if (src.part1) qdel(src.part1) src.part1 = null if (src.part2) qdel(src.part2) src.part2 = null ..() return /obj/item/assembly/shock_kit/attackby(obj/item/W as obj, mob/user as mob) src.add_fingerprint(user) if (istype(W, /obj/item/wrench)) var/turf/T = get_turf(src) if (src.part1) src.part1.set_loc(T) src.part1.master = null src.part1 = null if (src.part2) src.part2.set_loc(T) src.part2.master = null src.part2 = null qdel(src) return else return ..() /obj/item/assembly/shock_kit/attack_self(mob/user as mob) src.part1.attack_self(user, src.status) src.part2.attack_self(user, src.status) src.add_fingerprint(user) return /obj/item/assembly/shock_kit/receive_signal() if (src.master && istype(src.master, /obj/stool/chair/e_chair)) var/obj/stool/chair/e_chair/C = src.master if (C.buckled_guy) logTheThing("signalers", usr, C.buckled_guy, "signalled an electric chair (setting: [C.lethal ? "lethal" : "non-lethal"]), shocking %target% at [log_loc(C)].") // Added (Convair880). C.shock() return