initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,102 @@
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//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
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/obj/structure/bed/nest
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name = "alien nest"
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desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
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icon = 'icons/obj/smooth_structures/alien/nest.dmi'
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icon_state = "nest"
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var/health = 100
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smooth = SMOOTH_TRUE
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can_be_unanchored = 0
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canSmoothWith = null
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buildstacktype = null
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flags = NODECONSTRUCT
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var/image/nest_overlay
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/obj/structure/bed/nest/New()
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nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER)
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return ..()
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/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
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if(has_buckled_mobs())
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for(var/buck in buckled_mobs) //breaking a nest releases all the buckled mobs, because the nest isn't holding them down anymore
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var/mob/living/M = buck
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if(user.getorgan(/obj/item/organ/alien/plasmavessel))
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unbuckle_mob(M)
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add_fingerprint(user)
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return
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if(M != user)
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M.visible_message(\
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"[user.name] pulls [M.name] free from the sticky nest!",\
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"<span class='notice'>[user.name] pulls you free from the gelatinous resin.</span>",\
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"<span class='italics'>You hear squelching...</span>")
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else
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M.visible_message(\
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"<span class='warning'>[M.name] struggles to break free from the gelatinous resin!</span>",\
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"<span class='notice'>You struggle to break free from the gelatinous resin... (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear squelching...</span>")
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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M << "<span class='warning'>You fail to unbuckle yourself!</span>"
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return
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if(!M.buckled)
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return
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M.visible_message(\
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"<span class='warning'>[M.name] breaks free from the gelatinous resin!</span>",\
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"<span class='notice'>You break free from the gelatinous resin!</span>",\
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"<span class='italics'>You hear squelching...</span>")
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unbuckle_mob(M)
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add_fingerprint(user)
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/obj/structure/bed/nest/user_buckle_mob(mob/living/M, mob/living/user)
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if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.incapacitated() || M.buckled )
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return
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if(M.getorgan(/obj/item/organ/alien/plasmavessel))
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return
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if(!user.getorgan(/obj/item/organ/alien/plasmavessel))
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return
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if(has_buckled_mobs())
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unbuckle_all_mobs()
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if(buckle_mob(M))
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M.visible_message(\
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"[user.name] secretes a thick vile goo, securing [M.name] into [src]!",\
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"<span class='danger'>[user.name] drenches you in a foul-smelling resin, trapping you in [src]!</span>",\
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"<span class='italics'>You hear squelching...</span>")
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/obj/structure/bed/nest/post_buckle_mob(mob/living/M)
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if(M in buckled_mobs)
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M.pixel_y = 0
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M.pixel_x = initial(M.pixel_x) + 2
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M.layer = BELOW_MOB_LAYER
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add_overlay(nest_overlay)
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else
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M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
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M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
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M.layer = initial(M.layer)
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overlays -= nest_overlay
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/obj/structure/bed/nest/attacked_by(obj/item/I, mob/user)
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..()
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take_damage(I.force, I.damtype)
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/obj/structure/bed/nest/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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if(BURN)
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if(sound_effect)
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playsound(loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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health -= damage
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if(health <=0)
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density = 0
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qdel(src)
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@@ -0,0 +1,164 @@
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/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Roller beds
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*/
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/*
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* Beds
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*/
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/obj/structure/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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icon = 'icons/obj/objects.dmi'
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anchored = 1
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can_buckle = 1
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buckle_lying = 1
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burn_state = FLAMMABLE
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burntime = 30
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 2
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/obj/structure/bed/deconstruct()
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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..()
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/obj/structure/bed/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/bed/attack_animal(mob/living/simple_animal/M)//No more buckling hostile mobs to chairs to render them immobile forever
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if(M.environment_smash)
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deconstruct()
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/obj/structure/bed/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(70))
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deconstruct()
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return
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if(3)
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if(prob(50))
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deconstruct()
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return
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/obj/structure/bed/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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deconstruct()
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else
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return ..()
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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burn_state = FIRE_PROOF
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var/foldabletype = /obj/item/roller
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/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!ishuman(usr))
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return 0
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if(buckled_mobs.len)
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return 0
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if(usr.incapacitated())
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usr << "<span class='warning'>You can't do that right now!</span>"
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return 0
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usr.visible_message("[usr] collapses \the [src.name].", "<span class='notice'>You collapse \the [src.name].</span>")
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new foldabletype(get_turf(src))
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qdel(src)
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
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if(M in buckled_mobs)
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density = 1
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icon_state = "up"
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M.pixel_y = initial(M.pixel_y)
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else
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density = 0
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icon_state = "down"
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M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
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M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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w_class = 4 // Can't be put in backpacks.
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/robo //ROLLER ROBO DA!
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name = "roller bed dock"
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var/loaded = null
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/obj/item/roller/robo/New()
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loaded = new /obj/structure/bed/roller(src)
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desc = "A collapsed roller bed that can be ejected for emergency use. Must be collected or replaced after use."
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..()
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/obj/item/roller/robo/examine(mob/user)
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..()
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user << "The dock is [loaded ? "loaded" : "empty"]"
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/obj/item/roller/robo/attack_self(mob/user)
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if(loaded)
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var/obj/structure/bed/roller/R = loaded
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R.loc = user.loc
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user.visible_message("[user] deploys [loaded].", "<span class='notice'>You deploy [loaded].</span>")
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loaded = null
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else
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user << "<span class='warning'>The dock is empty!</span>"
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/obj/item/roller/robo/afterattack(obj/target, mob/user , proximity)
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if(istype(target,/obj/structure/bed/roller))
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if(!proximity)
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return
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if(loaded)
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user << "<span class='warning'>You already have a roller bed docked!</span>"
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return
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var/obj/structure/bed/roller/R = target
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if(R.has_buckled_mobs())
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if(R.buckled_mobs.len > 1)
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R.unbuckle_all_mobs()
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user.visible_message("<span class='notice'>[user] unbuckles all creatures from [R].</span>")
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else
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R.user_unbuckle_mob(R.buckled_mobs[1],user)
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loaded = target
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target.loc = src
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user.visible_message("[user] collects [loaded].", "<span class='notice'>You collect [loaded].</span>")
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..()
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//Dog bed
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/obj/structure/bed/dogbed
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name = "dog bed"
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icon_state = "dogbed"
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desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
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anchored = 0
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 10
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/obj/structure/bed/alien
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name = "resting contraption"
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desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
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icon_state = "abed"
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@@ -0,0 +1,332 @@
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/obj/structure/chair
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name = "chair"
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desc = "You sit in this. Either by will or force.\n<span class='notice'>Drag your sprite to sit in the chair. Alt-click to rotate it clockwise.</span>"
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair"
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anchored = 1
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can_buckle = 1
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buckle_lying = 0 //you sit in a chair, not lay
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burn_state = FIRE_PROOF
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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/obj/structure/chair/New()
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..()
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handle_layer()
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/obj/structure/chair/deconstruct()
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(buildstacktype && (!(flags & NODECONSTRUCT)))
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new buildstacktype(loc,buildstackamount)
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..()
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/obj/structure/chair/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/chair/attack_animal(mob/living/simple_animal/M)//No more buckling hostile mobs to chairs to render them immobile forever
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if(M.environment_smash)
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deconstruct()
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/obj/structure/chair/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(70))
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deconstruct()
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return
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if(3)
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if(prob(50))
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deconstruct()
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return
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/obj/structure/chair/narsie_act()
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if(prob(20))
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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deconstruct()
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else if(istype(W, /obj/item/assembly/shock_kit))
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if(!user.drop_item())
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return
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var/obj/item/assembly/shock_kit/SK = W
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var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.setDir(dir)
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E.part = SK
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SK.loc = E
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SK.master = E
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qdel(src)
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else
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return ..()
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/obj/structure/chair/attack_tk(mob/user)
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if(has_buckled_mobs())
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..()
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else
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rotate()
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return
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/structure/chair/proc/handle_layer()
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if(dir == NORTH)
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layer = ABOVE_ALL_MOB_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/chair/proc/spin()
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setDir(turn(dir, 90))
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/obj/structure/chair/setDir(newdir)
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..()
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handle_rotation(newdir)
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/obj/structure/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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if(config.ghost_interaction)
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spin()
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else
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if(!usr || !isturf(usr.loc))
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return
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if(usr.stat || usr.restrained())
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return
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spin()
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/obj/structure/chair/AltClick(mob/user)
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..()
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if(user.incapacitated())
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user << "<span class='warning'>You can't do that right now!</span>"
|
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return
|
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if(!in_range(src, user))
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return
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else
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rotate()
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// Chair types
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/obj/structure/chair/wood
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icon_state = "wooden_chair"
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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burn_state = FLAMMABLE
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burntime = 20
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = /obj/item/chair/wood
|
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/obj/structure/chair/wood/narsie_act()
|
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return
|
||||
|
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/obj/structure/chair/wood/normal //Kept for map compatibility
|
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|
||||
|
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/obj/structure/chair/wood/wings
|
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icon_state = "wooden_chair_wings"
|
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item_chair = /obj/item/chair/wood/wings
|
||||
|
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/obj/structure/chair/comfy
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name = "comfy chair"
|
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desc = "It looks comfy.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
|
||||
icon_state = "comfychair"
|
||||
color = rgb(255,255,255)
|
||||
burn_state = FLAMMABLE
|
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burntime = 30
|
||||
buildstackamount = 2
|
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var/image/armrest = null
|
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item_chair = null
|
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/obj/structure/chair/comfy/New()
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armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
|
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armrest.layer = ABOVE_MOB_LAYER
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||||
|
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return ..()
|
||||
|
||||
/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
|
||||
if(has_buckled_mobs())
|
||||
add_overlay(armrest)
|
||||
else
|
||||
overlays -= armrest
|
||||
|
||||
|
||||
/obj/structure/chair/comfy/brown
|
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color = rgb(255,113,0)
|
||||
|
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/obj/structure/chair/comfy/beige
|
||||
color = rgb(255,253,195)
|
||||
|
||||
/obj/structure/chair/comfy/teal
|
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color = rgb(0,255,255)
|
||||
|
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/obj/structure/chair/comfy/black
|
||||
color = rgb(167,164,153)
|
||||
|
||||
/obj/structure/chair/comfy/lime
|
||||
color = rgb(255,251,0)
|
||||
|
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/obj/structure/chair/office
|
||||
anchored = 0
|
||||
buildstackamount = 5
|
||||
item_chair = null
|
||||
|
||||
/obj/structure/chair/office/light
|
||||
icon_state = "officechair_white"
|
||||
|
||||
/obj/structure/chair/office/dark
|
||||
icon_state = "officechair_dark"
|
||||
|
||||
//Stool
|
||||
|
||||
/obj/structure/chair/stool
|
||||
name = "stool"
|
||||
desc = "Apply butt."
|
||||
icon_state = "stool"
|
||||
can_buckle = 0
|
||||
buildstackamount = 1
|
||||
item_chair = /obj/item/chair/stool
|
||||
|
||||
/obj/structure/chair/stool/narsie_act()
|
||||
return
|
||||
|
||||
/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
|
||||
. = ..()
|
||||
if(over_object == usr && Adjacent(usr))
|
||||
if(!item_chair || !ishuman(usr) || has_buckled_mobs() || src.flags & NODECONSTRUCT)
|
||||
return
|
||||
if(usr.incapacitated())
|
||||
usr << "<span class='warning'>You can't do that right now!</span>"
|
||||
return
|
||||
usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
|
||||
var/C = new item_chair(loc)
|
||||
usr.put_in_hands(C)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/chair/stool/bar
|
||||
name = "bar stool"
|
||||
desc = "It has some unsavory stains on it..."
|
||||
icon_state = "bar"
|
||||
item_chair = /obj/item/chair/stool/bar
|
||||
|
||||
/obj/item/chair
|
||||
name = "chair"
|
||||
desc = "Bar brawl essential."
|
||||
icon = 'icons/obj/chairs.dmi'
|
||||
icon_state = "chair_toppled"
|
||||
item_state = "chair"
|
||||
w_class = 5
|
||||
force = 8
|
||||
throwforce = 10
|
||||
throw_range = 3
|
||||
hitsound = 'sound/items/trayhit1.ogg'
|
||||
hit_reaction_chance = 50
|
||||
var/break_chance = 5 //Likely hood of smashing the chair.
|
||||
var/obj/structure/chair/origin_type = /obj/structure/chair
|
||||
|
||||
/obj/item/chair/narsie_act()
|
||||
if(prob(20))
|
||||
var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
|
||||
W.setDir(dir)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/chair/attack_self(mob/user)
|
||||
plant(user)
|
||||
|
||||
/obj/item/chair/proc/plant(mob/user)
|
||||
for(var/obj/A in get_turf(loc))
|
||||
if(istype(A,/obj/structure/chair))
|
||||
user << "<span class='danger'>There is already a chair here.</span>"
|
||||
return
|
||||
if(A.density && !(A.flags & ON_BORDER))
|
||||
user << "<span class='danger'>There is already something here.</span>"
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
|
||||
var/obj/structure/chair/C = new origin_type(get_turf(loc))
|
||||
C.setDir(dir)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/chair/proc/smash(mob/living/user)
|
||||
var/stack_type = initial(origin_type.buildstacktype)
|
||||
if(!stack_type)
|
||||
return
|
||||
var/remaining_mats = initial(origin_type.buildstackamount)
|
||||
remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
|
||||
if(remaining_mats)
|
||||
for(var/M=1 to remaining_mats)
|
||||
new stack_type(get_turf(loc))
|
||||
user.unEquip(src,1) //Even NODROP chairs are destroyed.
|
||||
qdel(src)
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
|
||||
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
|
||||
..()
|
||||
if(!proximity)
|
||||
return
|
||||
if(prob(break_chance))
|
||||
user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(C.health < C.maxHealth*0.5)
|
||||
C.Weaken(1)
|
||||
smash(user)
|
||||
|
||||
|
||||
/obj/item/chair/stool
|
||||
name = "stool"
|
||||
icon_state = "stool_toppled"
|
||||
item_state = "stool"
|
||||
origin_type = /obj/structure/chair/stool
|
||||
break_chance = 0 //It's too sturdy.
|
||||
|
||||
/obj/item/chair/stool/bar
|
||||
name = "bar stool"
|
||||
icon_state = "bar_toppled"
|
||||
item_state = "stool_bar"
|
||||
origin_type = /obj/structure/chair/stool/bar
|
||||
|
||||
/obj/item/chair/stool/narsie_act()
|
||||
return //sturdy enough to ignore a god
|
||||
|
||||
/obj/item/chair/wood
|
||||
name = "wooden chair"
|
||||
icon_state = "wooden_chair_toppled"
|
||||
item_state = "woodenchair"
|
||||
burn_state = FLAMMABLE
|
||||
burntime = 20
|
||||
hitsound = 'sound/weapons/genhit1.ogg'
|
||||
origin_type = /obj/structure/chair/wood
|
||||
break_chance = 50
|
||||
|
||||
/obj/item/chair/wood/narsie_act()
|
||||
return
|
||||
|
||||
/obj/item/chair/wood/wings
|
||||
icon_state = "wooden_chair_wings_toppled"
|
||||
origin_type = /obj/structure/chair/wood/wings
|
||||
|
||||
/obj/structure/chair/old
|
||||
name = "strange chair"
|
||||
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
|
||||
icon_state = "chairold"
|
||||
item_chair = null
|
||||
Reference in New Issue
Block a user