/* Kitchen tools * Contains: * Utensils * Spoons * Forks * Knives * Kitchen knives * Butcher's cleaver * Rolling Pins * Trays */ /obj/item/weapon/kitchen icon = 'icons/obj/kitchen.dmi' /* * Utensils */ /obj/item/weapon/kitchen/utensil force = 5.0 w_class = 1.0 throwforce = 0 throw_speed = 3 throw_range = 5 flags = CONDUCT origin_tech = "materials=1" attack_verb = list("attacked", "stabbed", "poked") hitsound = 'sound/weapons/bladeslice.ogg' /obj/item/weapon/kitchen/utensil/New() if (prob(60)) src.pixel_y = rand(0, 4) return /* * Spoons */ /obj/item/weapon/kitchen/utensil/spoon name = "spoon" desc = "SPOON!" icon_state = "spoon" attack_verb = list("attacked", "poked") /* * Forks */ /obj/item/weapon/kitchen/utensil/fork name = "fork" desc = "Pointy." icon_state = "fork" /obj/item/weapon/kitchen/utensil/fork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) if(!istype(M)) return ..() if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") return ..() if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO if(M == user) M.visible_message("[user] eats a delicious forkful of omelette!") M.reagents.add_reagent("nutriment", 1) else M.visible_message("[user] feeds [M] a delicious forkful of omelette!") M.reagents.add_reagent("nutriment", 1) src.icon_state = "fork" return else if(user.disabilities & CLUMSY && prob(50)) M = user return eyestab(M,user) /* * Knives */ /obj/item/weapon/kitchen/utensil/knife name = "knife" desc = "Can cut through any food." icon_state = "knife" force = 10.0 throwforce = 10.0 /obj/item/weapon/kitchen/utensil/knife/suicide_act(mob/user) user.visible_message(pick("[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.", \ "[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.", \ "[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.")) return (BRUTELOSS) /obj/item/weapon/kitchen/utensil/knife/attack(target, mob/living/carbon/human/user) if(istype(user) && user.disabilities & CLUMSY && prob(50)) user << "You accidentally cut yourself with \the [src]." user.take_organ_damage(20) return playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1) return ..() /* * Kitchen knives */ /obj/item/weapon/kitchenknife name = "kitchen knife" icon = 'icons/obj/kitchen.dmi' icon_state = "knife" desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come." flags = CONDUCT force = 10.0 w_class = 3.0 throwforce = 10.0 throw_speed = 3 throw_range = 6 m_amt = 12000 origin_tech = "materials=1" attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/weapon/kitchenknife/suicide_act(mob/user) user.visible_message(pick("[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.", \ "[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.", \ "[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.")) return (BRUTELOSS) /obj/item/weapon/kitchenknife/ritual name = "ritual knife" desc = "The unearthly energies that once powered this blade are now dormant." icon = 'icons/obj/wizard.dmi' icon_state = "render" /* * Bucher's cleaver */ /obj/item/weapon/kitchenknife/butcher name = "butcher's cleaver" icon = 'icons/obj/kitchen.dmi' icon_state = "butch" desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products." flags = CONDUCT force = 15.0 w_class = 3.0 throwforce = 8.0 throw_speed = 3 throw_range = 6 m_amt = 12000 origin_tech = "materials=1" hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /* * Rolling Pins */ /obj/item/weapon/kitchen/rollingpin name = "rolling pin" desc = "Used to knock out the Bartender." icon_state = "rolling_pin" force = 8.0 throwforce = 5.0 throw_speed = 3 throw_range = 7 w_class = 3.0 attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") /* Trays moved to /obj/item/weapon/storage/bag */