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## About The Pull Request Merry Christmas! This PR expands on the more gruesome areas of chef content, such as cannibalism. Human limbs can now be individually butchered for their meat and skin with a knife or another butchering implement once the skin has been cut and retracted (forks now can be used as bootleg retractors). If the limb contains organs, those will need to be removed first, which also can be quickly performed with a butchering tool at the cost of damaging the inhards (head and chest will require the bone to be cut first, which can be done with a butcher's cleaver if you don't have a saw) You can also butcher humans whole by right clicking them with a butchering implement on combat mode, which will attempt to gut/cut apart the selected limb. Obviously this requires the limb to be prepped first, so meat hooks/kitchenspikes now allow mobs strung on them to be operated on without needing drapes. Its a pretty bad spot to be performing surgeries at though, so beware! Torsos can only be butchered after all other limbs have been. The gutting/butchering delay is based off the owner's stat, halving if the limb is detached and doubling if the owner is still alive and kicking. <img width="392" height="265" alt="dreamseeker_D7QWbWKStd" src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885" /> (The video is too large for github) https://streamable.com/459a0y After being butchered, most limbs will leave behind a nonfunctional skeletal limb (with exceptions like jelly limbs with no skeleton inside) which is always disabled. Skeleton chests husk their owner, so you'll need to replace it first. Gibbers now source their meat from the victim's limbs (and not their species) at an RNG-based percentage based on the matter bin's tier. As to allow individual limbs to be butchered, you can now perform (some) surgeries on individual limbs. There are some obvious restrictions like zombification or bioware surgeries, but most of the ones that make sense can be performed on someone's chopped off head as long as you've got the tools. Wounds also contribute to surgeries now, major slash wounds count as cut/open skin (and sealing the vessels would reduce their bleed rate), and critical blunt wounds count as sawed bones. I've refactored gibbers, butchering and meat spike code as well as fixed some backend bugs while I was at it. ## Why It's Good For The Game While rather gruesome, I feel like the freedom which these mechanics provide fits us pretty well. We already have plenty of nasty stuff and this doesn't really go that much further, and a chef serving their own leg in their dish is pretty funny. (Also you can scrape plasma off plasmamen bones)
214 lines
6.9 KiB
Plaintext
214 lines
6.9 KiB
Plaintext
/**
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* Component which allows you to attach a bayonet to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/bayonet_attachable
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/// Whenever we can remove the bayonet with a screwdriver
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var/removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a bayonet is attached.
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/// Formatted as parent_base_state-[bayonet_icon_state-state]
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var/bayonet_icon_state
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/// If passed, we will use a specific overlay instead of using the knife itself
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/// The state to take from the bayonet overlay icon if supplied.
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var/bayonet_overlay
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/// This is the icon file it grabs the overlay from.
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var/bayonet_overlay_icon
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/// Offsets for the bayonet overlay
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var/offset_x = 0
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var/offset_y = 0
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/// If this component allows sawing off the parent gun/should be deleted when the parent gun is sawn off
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var/allow_sawnoff = FALSE
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// Internal vars
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/// Currently attached bayonet
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var/obj/item/bayonet
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/// Static typecache of all knives that can become bayonets
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var/static/list/valid_bayonets = typecacheof(list(/obj/item/knife/combat))
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/datum/component/bayonet_attachable/Initialize(
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obj/item/starting_bayonet,
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offset_x = 0,
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offset_y = 0,
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removable = TRUE,
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bayonet_icon_state = null,
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bayonet_overlay = "bayonet",
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bayonet_overlay_icon = 'icons/obj/weapons/guns/bayonets.dmi',
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allow_sawnoff = FALSE
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.removable = removable
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src.bayonet_icon_state = bayonet_icon_state
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src.bayonet_overlay = bayonet_overlay
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src.bayonet_overlay_icon = bayonet_overlay_icon
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src.offset_x = offset_x
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src.offset_y = offset_y
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src.allow_sawnoff = allow_sawnoff
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if (istype(starting_bayonet))
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add_bayonet(starting_bayonet)
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/datum/component/bayonet_attachable/Destroy(force)
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if(bayonet)
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remove_bayonet()
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return ..()
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/datum/component/bayonet_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_item_exit))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
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RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK, PROC_REF(on_pre_attack))
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RegisterSignal(parent, COMSIG_GUN_BEING_SAWNOFF, PROC_REF(on_being_sawnoff))
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RegisterSignal(parent, COMSIG_GUN_SAWN_OFF, PROC_REF(on_sawn_off))
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/datum/component/bayonet_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_OBJ_DECONSTRUCT,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_QDELETING,
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COMSIG_ITEM_PRE_ATTACK,
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COMSIG_GUN_BEING_SAWNOFF,
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COMSIG_GUN_SAWN_OFF,
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))
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/datum/component/bayonet_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(isnull(bayonet))
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examine_list += "It has a <b>bayonet</b> lug on it."
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return
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examine_list += "It has \a [bayonet] [removable ? "" : "permanently "]affixed to it."
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if(removable)
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examine_list += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [bayonet].")
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/datum/component/bayonet_attachable/proc/on_pre_attack(obj/item/source, atom/target, mob/living/user, list/modifiers)
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SIGNAL_HANDLER
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if (isnull(bayonet) || !user.combat_mode)
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return NONE
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// RMB is used for butchering, and bayonets are usually are knives
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INVOKE_ASYNC(bayonet, TYPE_PROC_REF(/obj/item, melee_attack_chain), user, target, modifiers - RIGHT_CLICK)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/bayonet_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, list/modifiers)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_bayonets))
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return
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if(bayonet)
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source.balloon_alert(attacker, "already has \a [bayonet]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_bayonet(attacking_item, attacker)
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source.balloon_alert(attacker, "attached")
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return COMPONENT_NO_AFTERATTACK
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/datum/component/bayonet_attachable/proc/add_bayonet(obj/item/new_bayonet, mob/attacher)
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if(bayonet)
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CRASH("[type] tried to add a new bayonet when it already had one.")
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bayonet = new_bayonet
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if(bayonet.loc != parent)
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bayonet.forceMove(parent)
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/remove_bayonet()
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bayonet = null
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/on_item_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == bayonet)
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remove_bayonet()
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/datum/component/bayonet_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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if(QDELETED(bayonet) || !removable)
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remove_bayonet()
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return
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bayonet.forceMove(source.drop_location())
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/datum/component/bayonet_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!bayonet || !removable)
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return
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INVOKE_ASYNC(src, PROC_REF(unscrew_bayonet), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/datum/component/bayonet_attachable/proc/unscrew_bayonet(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [bayonet]")
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var/obj/item/to_remove = bayonet
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/datum/component/bayonet_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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if(!bayonet_overlay || !bayonet_overlay_icon)
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return
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if(!bayonet)
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return
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var/mutable_appearance/bayonet_appearance = mutable_appearance(bayonet_overlay_icon, bayonet_overlay)
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bayonet_appearance.pixel_w = offset_x
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bayonet_appearance.pixel_z = offset_y
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overlays += bayonet_appearance
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/datum/component/bayonet_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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if(!bayonet_icon_state)
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return
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var/base_state = source.base_icon_state || initial(source.icon_state)
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if(bayonet)
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source.icon_state = "[base_state]-[bayonet_icon_state]"
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else if(source.icon_state != base_state)
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source.icon_state = base_state
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/datum/component/bayonet_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(bayonet)
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/datum/component/bayonet_attachable/proc/on_being_sawnoff(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!bayonet || allow_sawnoff)
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return
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source.balloon_alert(user, "bayonet must be removed!")
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return COMPONENT_CANCEL_SAWING_OFF
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/datum/component/bayonet_attachable/proc/on_sawn_off(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!allow_sawnoff)
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qdel(src)
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