Changes guillotine tips to span_notices and fixes a bug about it. (#74161)

## About The Pull Request
Current description of guillotine isn't quite comfortable to read so i
changed it to span_notices.

![image](https://user-images.githubusercontent.com/93882977/226696195-79877a24-5598-4114-b527-157470119ec0.png)

![image](https://user-images.githubusercontent.com/93882977/226696207-fabece9e-db73-4db0-acf0-e862cbe6f5cb.png)
Also fixed a bug, which occurs if you try to behead already beheaded
body and then you just can't use the guillotine anyway.

## Why It's Good For The Game
yee
## Changelog
🆑
qol: guillotine description tips are now span_notices (blue text)
instead of just a bunch of grey text.
fix: fixed a bug that if you try to behead body without a head with
guillotine it just stops working.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
This commit is contained in:
Helg2
2023-03-26 00:38:16 -06:00
committed by GitHub
co-authored by san7890
parent e88415d68c
commit 95f99e00d6
+45 -49
View File
@@ -74,7 +74,7 @@
/obj/structure/guillotine/examine(mob/user)
. = ..()
var/msg = "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]<br/>"
var/msg = "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]"
if (blade_status == GUILLOTINE_BLADE_RAISED)
msg += "The blade is raised, ready to fall, and"
@@ -86,10 +86,10 @@
else
msg += "The blade is hidden inside the stocks."
. += msg
. += span_notice(msg)
if (LAZYLEN(buckled_mobs))
. += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine."
. += span_notice("Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine.")
/obj/structure/guillotine/attack_hand(mob/living/user, list/modifiers)
add_fingerprint(user)
@@ -121,10 +121,10 @@
else
current_action = GUILLOTINE_ACTION_IDLE
else
var/mob/living/carbon/human/H = buckled_mobs[1]
var/mob/living/carbon/human/victim = buckled_mobs[1]
if (H)
H.regenerate_icons()
if (victim)
victim.regenerate_icons()
unbuckle_all_mobs()
else
@@ -137,53 +137,49 @@
blade_status = GUILLOTINE_BLADE_RAISED
icon_state = "guillotine_raised"
/// Drops the guillotine blade, potentially beheading or harbing the buckled mob
/// Drops the guillotine blade, potentially beheading or harming the buckled mob
/obj/structure/guillotine/proc/drop_blade(mob/user)
if (has_buckled_mobs() && blade_sharpness)
var/mob/living/carbon/human/H = buckled_mobs[1]
var/mob/living/carbon/human/victim = buckled_mobs[1]
if (!H)
if (!victim)
return
var/obj/item/bodypart/head/head = H.get_bodypart("head")
if (QDELETED(head))
return
var/obj/item/bodypart/head/head = victim.get_bodypart("head")
playsound(src, drop_sound, 100, TRUE)
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
head.dismember()
log_combat(user, H, "beheaded", src)
H.regenerate_icons()
unbuckle_all_mobs()
kill_count += 1
if(head)
if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
head.dismember()
log_combat(user, victim, "beheaded", src)
victim.regenerate_icons()
unbuckle_all_mobs()
kill_count += 1
var/blood_overlay = "bloody"
var/blood_overlay = "bloody"
if (kill_count == 2)
blood_overlay = "bloodier"
else if (kill_count > 2)
blood_overlay = "bloodiest"
if (kill_count == 2)
blood_overlay = "bloodier"
else if (kill_count > 2)
blood_overlay = "bloodiest"
blood_overlay = "guillotine_" + blood_overlay + "_overlay"
cut_overlays()
add_overlay(mutable_appearance(icon, blood_overlay))
blood_overlay = "guillotine_" + blood_overlay + "_overlay"
cut_overlays()
add_overlay(mutable_appearance(icon, blood_overlay))
// The crowd is pleased
// The delay is to making large crowds have a longer laster applause
var/delay_offset = 0
for(var/mob/M in viewers(src, 7))
var/mob/living/carbon/human/C = M
if (ishuman(M))
addtimer(CALLBACK(C, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3)
// The crowd is pleased
// The delay is to make large crowds have a longer lasting applause
var/delay_offset = 0
for(var/mob/living/carbon/human/spectator in viewers(src, 7))
addtimer(CALLBACK(spectator, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3)
delay_offset++
else
H.apply_damage(15 * blade_sharpness, BRUTE, head)
log_combat(user, H, "dropped the blade on", src, " non-fatally")
H.emote("scream")
else
victim.apply_damage(15 * blade_sharpness, BRUTE, head)
log_combat(user, victim, "dropped the blade on", src, " non-fatally")
victim.emote("scream")
if (blade_sharpness > 1)
blade_sharpness -= 1
if (blade_sharpness > 1)
blade_sharpness -= 1
blade_status = GUILLOTINE_BLADE_DROPPED
icon_state = "guillotine"
@@ -236,18 +232,18 @@
return
M.add_mood_event("dying", /datum/mood_event/deaths_door)
var/mob/living/carbon/human/H = M
var/mob/living/carbon/human/victim = M
if (H.dna)
if (H.dna.species)
var/datum/species/S = H.dna.species
if (victim.dna)
if (victim.dna.species)
var/datum/species/S = victim.dna.species
if (istype(S))
H.cut_overlays()
H.update_body_parts_head_only()
H.remove_overlay(BODY_ADJ_LAYER)
H.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
H.layer += GUILLOTINE_LAYER_DIFF
victim.cut_overlays()
victim.update_body_parts_head_only()
victim.remove_overlay(BODY_ADJ_LAYER)
victim.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
victim.layer += GUILLOTINE_LAYER_DIFF
else
unbuckle_all_mobs()
else