/obj/structure
icon = 'icons/obj/structures.dmi'
penetration_dampening = 5
var/hasbolts = FALSE
/obj/structure/examine(mob/user)
..()
if(hasbolts)
to_chat(user,"This one is bolted into place.")
/obj/structure/blob_act(var/destroy = 0)
..()
if(destroy || (prob(50)))
qdel(src)
/obj/structure/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
qdel(src)
return
if(3.0)
return
/obj/structure/projectile_check()
return PROJREACT_OBJS
/obj/structure/kick_act(mob/living/carbon/human/H)
if(H.locked_to && isobj(H.locked_to) && H.locked_to != src)
var/obj/O = H.locked_to
if(O.onBuckledUserKick(H, src))
return //don't return 1! we will do the normal "touch" action if so!
playsound(src, 'sound/effects/grillehit.ogg', 50, 1) //Zth: I couldn't find a proper sound, please replace it
H.visible_message("[H] kicks \the [src].", "You kick \the [src].")
if(prob(70))
H.foot_impact(src, rand(2,4))
if(!anchored && !locked_to)
var/strength = H.get_strength()
var/kick_dir = get_dir(H, src)
if(!Move(get_step(loc, kick_dir))) //The structure that we kicked is up against a wall - this hurts our foot
H.foot_impact(src, rand(2,4))
if(strength > 1) //Strong - kick further
spawn()
sleep(3)
for(var/i = 2 to strength)
if(!Move(get_step(loc, kick_dir)))
break
sleep(3)
if(material_type)
material_type.on_use(H,src,null)
if(arcanetampered && density && anchored)
to_chat(H,"[src] kicks YOU!")
playsound(src, 'sound/effects/grillehit.ogg', 50, 1) //Zth: I couldn't find a proper sound, please replace it
H.Knockdown(10)
H.Stun(10)
/obj/structure/animationBolt(var/mob/firer)
new /mob/living/simple_animal/hostile/mimic/copy(loc, src, firer, duration=SPELL_ANIMATION_TTL)