/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)