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Jacquerel b942cec267 Audit dismemberment to make sure we don't forget it might fail (#94808)
## About The Pull Request

Fixes #94778

There are a bunch of places where we dismember a limb (or head) and then
do something with it assuming that we actually dismembered it, but that
isn't actually true.
Many of these places then move your not-actually-dismembered head
somewhere else. If you have an unremovable limb (such as if you have
TRAIT_NODISMEMBER) this means that it actually gets removed anyway
because it's physically moved somewhere else.
In all of these cases, if we failed to dismember the limb we should just
leave it alone.

I left anything where after dismembering the limb it immediately deletes
it in though because those are generally supposed to be invariably
fatal.

## Changelog

🆑
fix: Chainsaws can't behead people with unremovable heads.
fix: You can only put your own head on a spear or into a box if it is
possible to remove your head.
fix: Heretic rifts can only remove your arms if your arms can be
removed.
fix: Paperwork can only cut off your head if your head can be cut off.
fix: Smite being reflected can only blow off your arm if your arm can be
removed.
/🆑
2026-01-10 22:56:25 -07:00

157 lines
5.8 KiB
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// CHAINSAW
/obj/item/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon = 'icons/obj/weapons/chainsaw.dmi'
icon_state = "chainsaw"
base_icon_state = "chainsaw"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
force = 13
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
demolition_mod = 1.5
custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 6.5)
attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices")
attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice")
hitsound = SFX_SWING_HIT
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 1.5 //Turn it on first you dork
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 3)
var/force_on = 24
/// The looping sound for our chainsaw when running
var/datum/looping_sound/chainsaw/chainsaw_loop
/// How long it takes to behead someone with this chainsaw.
var/behead_time = 15 SECONDS
/obj/item/chainsaw/Initialize(mapload)
. = ..()
chainsaw_loop = new(src)
AddComponent( \
/datum/component/transforming, \
force_on = force_on, \
throwforce_on = force_on, \
throw_speed_on = throw_speed, \
sharpness_on = SHARP_EDGED, \
hitsound_on = 'sound/items/weapons/chainsawhit.ogg', \
w_class_on = w_class, \
)
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/items/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
AddElement(/datum/element/prosthetic_icon, "mounted", 180, TRUE)
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
RegisterSignal(src, COMSIG_ITEM_PRE_USED_AS_PROSTHETIC, PROC_REF(disable_twohanded_comp))
RegisterSignal(src, COMSIG_ITEM_DROPPED_FROM_PROSTHETIC, PROC_REF(enable_twohanded_comp))
/obj/item/chainsaw/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
to_chat(user, span_notice("As you pull the starting cord dangling from [src], [active ? "it begins to whirr" : "the chain stops moving"]."))
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
butchering.butchering_enabled = active
if (active)
chainsaw_loop.start()
else
chainsaw_loop.stop()
toolspeed = active ? 0.5 : initial(toolspeed)
update_item_action_buttons()
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/chainsaw/proc/disable_twohanded_comp()
SIGNAL_HANDLER
qdel(GetComponent(/datum/component/two_handed))
/obj/item/chainsaw/proc/enable_twohanded_comp()
SIGNAL_HANDLER
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
/obj/item/chainsaw/get_demolition_modifier(obj/target)
return HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? demolition_mod : 0.8
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
user.visible_message(span_suicide("[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/weapons/genhit1.ogg', 100, TRUE)
return BRUTELOSS
user.visible_message(span_suicide("[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(!myhead)
visible_message(span_suicide("[user] realises that [user.p_they()] cannot cut off [user.p_their()] head because [user.p_they()] don't have one!"))
return SHAME
playsound(src, 'sound/items/weapons/chainsawhit.ogg', 100, TRUE)
if(myhead.dismember())
return BRUTELOSS
var/datum/wound/slash/crit_wound = new ()
crit_wound.apply_wound(myhead)
visible_message(span_suicide("[user] tries in vain to cut off [user.p_their()] head but perishes in the attempt!"))
return BRUTELOSS
/obj/item/chainsaw/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
if (target_mob.stat != DEAD)
return ..()
if (user.zone_selected != BODY_ZONE_HEAD)
return ..()
var/obj/item/bodypart/head = target_mob.get_bodypart(BODY_ZONE_HEAD)
if (!head?.can_dismember())
return ..()
playsound(user, 'sound/items/weapons/slice.ogg', vol = 80, vary = TRUE)
target_mob.balloon_alert(user, "cutting off head...")
if (!do_after(user, behead_time, target_mob, extra_checks = CALLBACK(src, PROC_REF(has_same_head), target_mob, head)))
return TRUE
if (head.dismember(silent = FALSE))
user.put_in_hands(head)
return TRUE
/obj/item/chainsaw/proc/has_same_head(mob/living/target_mob, obj/item/bodypart/head)
return target_mob.get_bodypart(BODY_ZONE_HEAD) == head
/**
* Handles adding components to the chainsaw. Added in Initialize()
*
* Applies components to the chainsaw. Added as a separate proc to allow for
* variance between subtypes
*/
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = span_warning("VRRRRRRR!!!")
armour_penetration = 100
force_on = 30
behead_time = 2 SECONDS
/obj/item/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message(span_danger("Ranged attacks just make [owner] angrier!"))
playsound(src, SFX_BULLET_MISS, 75, TRUE)
return TRUE
return FALSE
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"