/obj/item/tape_roll name = "tape roll" desc = "A roll of sticky tape. Possibly for taping ducks... or was that ducts?" icon = 'icons/obj/bureaucracy.dmi' icon_state = "taperoll" w_class = WEIGHT_CLASS_TINY drop_sound = 'sound/items/drop/cardboardbox.ogg' pickup_sound = 'sound/items/pickup/cardboardbox.ogg' surgerysound = SFX_RIP /obj/item/tape_roll/attack(mob/living/target_mob, mob/living/user, target_zone) var/mob/living/carbon/human/H = target_mob if(istype(H)) if(target_zone == BP_EYES) if(!H.organs_by_name[BP_HEAD]) to_chat(user, SPAN_WARNING("\The [H] doesn't have a head.")) return if(!H.has_eyes()) to_chat(user, SPAN_WARNING("\The [H] doesn't have any eyes.")) return if(H.glasses) to_chat(user, SPAN_WARNING("\The [H] is already wearing something on their eyes.")) return if(H.head && (H.head.body_parts_covered & FACE)) to_chat(user, SPAN_WARNING("Remove their [H.head] first.")) return user.visible_message(SPAN_DANGER("\The [user] begins taping over \the [H]'s eyes!")) if(!do_after(user, 3 SECONDS, H, DO_UNIQUE)) return // Repeat failure checks. if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.has_eyes() || H.glasses || (H.head && (H.head.body_parts_covered & FACE))) return playsound(src, SFX_RIP, 25) user.visible_message(SPAN_DANGER("\The [user] has taped up \the [H]'s eyes!")) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/blindfold/tape(H), slot_glasses) H.update_inv_glasses() else if(target_zone == BP_MOUTH || target_zone == BP_HEAD) if(!H.organs_by_name[BP_HEAD]) to_chat(user, SPAN_WARNING("\The [H] doesn't have a head.")) return if(!H.check_has_mouth()) to_chat(user, SPAN_WARNING("\The [H] doesn't have a mouth.")) return if(H.wear_mask) to_chat(user, SPAN_WARNING("\The [H] is already wearing a mask.")) return if(H.head && (H.head.body_parts_covered & FACE)) to_chat(user, SPAN_WARNING("Remove their [H.head] first.")) return playsound(src, SFX_RIP, 25) user.visible_message(SPAN_DANGER("\The [user] begins taping up \the [H]'s mouth!")) if(!do_after(user, 3 SECONDS, H, DO_UNIQUE)) return // Repeat failure checks. if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.check_has_mouth() || H.wear_mask || (H.head && (H.head.body_parts_covered & FACE))) return playsound(src, SFX_RIP,25) user.visible_message(SPAN_DANGER("\The [user] has taped up \the [H]'s mouth!")) H.equip_to_slot_or_del(new /obj/item/clothing/mask/muzzle/tape(H), slot_wear_mask) H.update_inv_wear_mask() else if(target_zone == BP_R_HAND || target_zone == BP_L_HAND) playsound(src, SFX_RIP,25) var/obj/item/handcuffs/cable/tape/T = new(user) if(!T.place_handcuffs(H, user)) user.unEquip(T) qdel(T) H.update_inv_handcuffed() else return ..() return 1 /obj/item/tape_roll/proc/stick(var/obj/item/W, mob/user) if(!istype(W, /obj/item/paper)) return user.drop_from_inventory(W) //TODO: Possible animation? No clue var/obj/item/ducttape/tape = new(get_turf(src)) tape.attach(W) user.put_in_hands(tape) /obj/item/ducttape name = "tape" desc = "A piece of sticky tape." icon = 'icons/obj/bureaucracy.dmi' icon_state = "tape" w_class = WEIGHT_CLASS_TINY layer = ABOVE_OBJ_LAYER anchored = 1 //it's sticky, no you cant move it drop_sound = null var/obj/item/stuck = null /obj/item/ducttape/Initialize() . = ..() item_flags |= ITEM_FLAG_NO_BLUDGEON /obj/item/ducttape/examine(mob/user, distance, is_adjacent, infix, suffix, show_extended) SHOULD_CALL_PARENT(FALSE) return stuck.examine(user, distance, is_adjacent, infix, suffix, show_extended) /obj/item/ducttape/proc/attach(var/obj/item/W) stuck = W W.forceMove(src) icon_state = W.icon_state + "_taped" name = W.name + " (taped)" overlays = W.overlays /obj/item/ducttape/attack_self(mob/user) if(!stuck) return to_chat(user, "You remove \the [initial(name)] from [stuck].") //TODO: Find out what the fuck is going on here user.drop_from_inventory(src) stuck.forceMove(get_turf(src)) user.put_in_hands(stuck) stuck = null overlays = null qdel(src) /obj/item/ducttape/afterattack(var/A, mob/user, flag, params) if(!in_range(user, A) || istype(A, /obj/machinery/door) || !stuck) return var/turf/target_turf = get_turf(A) var/turf/source_turf = get_turf(user) var/dir_offset = 0 if(target_turf != source_turf) dir_offset = get_dir(source_turf, target_turf) if(!(dir_offset in GLOB.cardinals)) to_chat(user, "You cannot reach that from here.") // can only place stuck papers in GLOB.cardinals directions, to) return // reduce papers around corners issue. user.drop_from_inventory(src,source_turf) playsound(src, SFX_RIP,25) if(params) var/list/mouse_control = mouse_safe_xy(params) if(mouse_control["icon-x"]) pixel_x = mouse_control["icon-x"] - 16 if(dir_offset & EAST) pixel_x += 32 else if(dir_offset & WEST) pixel_x -= 32 if(mouse_control["icon-y"]) pixel_y = mouse_control["icon-y"] - 16 if(dir_offset & NORTH) pixel_y += 32 else if(dir_offset & SOUTH) pixel_y -= 32