<commit_before>/* Tables and Racks
 * Contains:
 *		Tables
 *		Glass Tables
 *		Wooden Tables
 *		Reinforced Tables
 *		Racks
 *		Rack Parts
 */

/*
 * Tables
 */

/obj/structure/table
	name = "table"
	desc = "A square piece of metal standing on four metal legs. It can not move."
	icon = 'icons/obj/smooth_structures/table.dmi'
	icon_state = "table"
	density = TRUE
	anchored = TRUE
	layer = TABLE_LAYER
	climbable = TRUE
	pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
	var/frame = /obj/structure/table_frame
	var/framestack = /obj/item/stack/rods
	var/buildstack = /obj/item/stack/sheet/metal
	var/busy = FALSE
	var/buildstackamount = 1
	var/framestackamount = 2
	var/deconstruction_ready = 1
	max_integrity = 100
	integrity_failure = 30
	smooth = SMOOTH_TRUE
	canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced)

/obj/structure/table/examine(mob/user)
	..()
	deconstruction_hints(user)

/obj/structure/table/proc/deconstruction_hints(mob/user)
	to_chat(user, "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>")

/obj/structure/table/Initialize()
	. = ..()
	for(var/obj/structure/table/T in src.loc)
		if(T != src)
			qdel(T)

/obj/structure/table/update_icon()
	if(smooth)
		queue_smooth(src)
		queue_smooth_neighbors(src)

/obj/structure/table/narsie_act()
	new /obj/structure/table/wood(src.loc)

/obj/structure/table/ratvar_act()
	new /obj/structure/table/reinforced/brass(src.loc)


/obj/structure/table/attack_paw(mob/user)
	attack_hand(user)

/obj/structure/table/attack_hand(mob/living/user)
	if(user.a_intent == INTENT_GRAB && user.pulling && isliving(user.pulling))
		var/mob/living/pushed_mob = user.pulling
		if(pushed_mob.buckled)
			to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
			return
		if(user.grab_state < GRAB_AGGRESSIVE)
			to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")<commit_msg>Removes mapping error bandaid (#31710)<commit_after>/* Tables and Racks
 * Contains:
 *		Tables
 *		Glass Tables
 *		Wooden Tables
 *		Reinforced Tables
 *		Racks
 *		Rack Parts
 */

/*
 * Tables
 */

/obj/structure/table
	name = "table"
	desc = "A square piece of metal standing on four metal legs. It can not move."
	icon = 'icons/obj/smooth_structures/table.dmi'
	icon_state = "table"
	density = TRUE
	anchored = TRUE
	layer = TABLE_LAYER
	climbable = TRUE
	pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
	var/frame = /obj/structure/table_frame
	var/framestack = /obj/item/stack/rods
	var/buildstack = /obj/item/stack/sheet/metal
	var/busy = FALSE
	var/buildstackamount = 1
	var/framestackamount = 2
	var/deconstruction_ready = 1
	max_integrity = 100
	integrity_failure = 30
	smooth = SMOOTH_TRUE
	canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced)

/obj/structure/table/examine(mob/user)
	..()
	deconstruction_hints(user)

/obj/structure/table/proc/deconstruction_hints(mob/user)
	to_chat(user, "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>")

/obj/structure/table/update_icon()
	if(smooth)
		queue_smooth(src)
		queue_smooth_neighbors(src)

/obj/structure/table/narsie_act()
	var/atom/A = loc
	qdel(src)
	new /obj/structure/table/wood(A)

/obj/structure/table/ratvar_act()
	var/atom/A = loc
	qdel(src)
	new /obj/structure/table/reinforced/brass(A)

/obj/structure/table/attack_paw(mob/user)
	attack_hand(user)

/obj/structure/table/attack_hand(mob/living/user)
	if(user.a_intent == INTENT_GRAB && user.pulling && isliving(user.pulling))
		var/mob/living/pushed_mob = user.pulling
		if(pushed_mob.buckled)
			to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
			return
		if(user.grab_state < GRAB_AGGRESSIVE)
			to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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