/obj/vehicle/space/speedbike name = "Speedbike" icon = 'icons/obj/bike.dmi' icon_state = "speedbike_blue" layer = LYING_MOB_LAYER var/overlay_state = "cover_blue" var/image/overlay = null /obj/vehicle/space/speedbike/buckle_mob(mob/living/M, force = 0, check_loc = 1) . = ..() riding_datum = new/datum/riding/space/speedbike /obj/vehicle/space/speedbike/New() . = ..() overlay = image("icons/obj/bike.dmi", overlay_state) overlay.layer = ABOVE_MOB_LAYER add_overlay(overlay) /obj/effect/overlay/temp/speedbike_trail name = "speedbike trails" icon_state = "ion_fade" layer = BELOW_MOB_LAYER duration = 10 randomdir = 0 /obj/effect/overlay/temp/speedbike_trail/New(loc,move_dir) ..() setDir(move_dir) /obj/vehicle/space/speedbike/Move(newloc,move_dir) if(has_buckled_mobs()) new /obj/effect/overlay/temp/speedbike_trail(loc,move_dir) . = ..() /obj/vehicle/space/speedbike/red icon_state = "speedbike_red" overlay_state = "cover_red" //BM SPEEDWAGON /obj/vehicle/space/speedbike/speedwagon name = "BM Speedwagon" desc = "Push it to the limit, walk along the razor's edge." icon = 'icons/obj/bike.dmi' icon_state = "speedwagon" layer = LYING_MOB_LAYER overlay_state = "speedwagon_cover" /obj/vehicle/space/speedbike/speedwagon/Bump(mob/living/A) . = ..() if(A.density && has_buckled_mobs() && (istype(A, /mob/living/carbon/human) && has_buckled_mobs())) var/atom/throw_target = get_edge_target_turf(A, pick(cardinal)) A.throw_at(throw_target, 4, 3) A.Weaken(5) A.adjustStaminaLoss(30) A.apply_damage(rand(20,35), BRUTE) visible_message("[src] crashes into [A]!") playsound(src, 'sound/effects/bang.ogg', 50, 1) /obj/vehicle/space/speedbike/speedwagon/buckle_mob(mob/living/M, force = 0, check_loc = 1) . = ..() riding_datum = new/datum/riding/space/speedbike/speedwagon