mirror of
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Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
511 lines
16 KiB
Plaintext
511 lines
16 KiB
Plaintext
/**
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* # Generic restraints
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*
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* Parent class for handcuffs and handcuff accessories
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*
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* Functionality:
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* 1. A special suicide
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* 2. If a restraint is handcuffing/legcuffing a carbon while being deleted, it will remove the handcuff/legcuff status.
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*/
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/obj/item/restraints
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breakouttime = 1 MINUTES
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dye_color = DYE_PRISONER
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icon = 'icons/obj/restraints.dmi'
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/obj/item/restraints/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return(OXYLOSS)
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/**
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* # Handcuffs
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*
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* Stuff that makes humans unable to use hands
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*
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* Clicking people with those will cause an attempt at handcuffing them to occur
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*/
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/obj/item/restraints/handcuffs
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name = "handcuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon_state = "handcuff"
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worn_icon_state = "handcuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron=500)
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breakouttime = 1 MINUTES
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
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custom_price = PAYCHECK_HARD * 0.35
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///Sound that plays when starting to put handcuffs on someone
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var/cuffsound = 'sound/weapons/handcuffs.ogg'
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///If set, handcuffs will be destroyed on application and leave behind whatever this is set to.
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var/trashtype = null
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/obj/item/restraints/handcuffs/attack(mob/living/carbon/C, mob/living/user)
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if(!istype(C))
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return
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SEND_SIGNAL(C, COMSIG_CARBON_CUFF_ATTEMPTED, user)
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if(iscarbon(user) && (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))) //Clumsy people have a 50% chance to handcuff themselves instead of their target.
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to_chat(user, span_warning("Uh... how do those things work?!"))
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apply_cuffs(user,user)
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return
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if(!C.handcuffed)
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if(C.canBeHandcuffed())
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C.visible_message(span_danger("[user] is trying to put [src.name] on [C]!"), \
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span_userdanger("[user] is trying to put [src.name] on you!"))
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playsound(loc, cuffsound, 30, TRUE, -2)
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log_combat(user, C, "attempted to handcuff")
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if(do_mob(user, C, 30, timed_action_flags = IGNORE_SLOWDOWNS) && C.canBeHandcuffed())
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if(iscyborg(user))
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apply_cuffs(C, user, TRUE)
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else
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apply_cuffs(C, user)
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C.visible_message(span_notice("[user] handcuffs [C]."), \
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span_userdanger("[user] handcuffs you."))
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SSblackbox.record_feedback("tally", "handcuffs", 1, type)
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log_combat(user, C, "handcuffed")
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else
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to_chat(user, span_warning("You fail to handcuff [C]!"))
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log_combat(user, C, "failed to handcuff")
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else
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to_chat(user, span_warning("[C] doesn't have two hands..."))
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/**
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* This handles handcuffing people
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*
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* When called, this instantly puts handcuffs on someone (if possible)
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* Arguments:
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* * mob/living/carbon/target - Who is being handcuffed
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* * mob/user - Who or what is doing the handcuffing
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* * dispense - True if the cuffing should create a new item instead of using putting src on the mob, false otherwise. False by default.
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*/
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/obj/item/restraints/handcuffs/proc/apply_cuffs(mob/living/carbon/target, mob/user, dispense = FALSE)
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if(target.handcuffed)
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return
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if(!user.temporarilyRemoveItemFromInventory(src) && !dispense)
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return
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var/obj/item/restraints/handcuffs/cuffs = src
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if(trashtype)
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cuffs = new trashtype()
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else if(dispense)
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cuffs = new type()
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target.equip_to_slot(cuffs, ITEM_SLOT_HANDCUFFED)
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if(trashtype && !dispense)
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qdel(src)
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return
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/**
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* # Alien handcuffs
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*
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* Abductor reskin of the handcuffs.
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*/
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/obj/item/restraints/handcuffs/alien
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icon_state = "handcuffAlien"
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/**
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*
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* # Fake handcuffs
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*
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* Fake handcuffs that can be removed near-instantly.
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*/
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/obj/item/restraints/handcuffs/fake
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name = "fake handcuffs"
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desc = "Fake handcuffs meant for gag purposes."
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breakouttime = 1 SECONDS
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/**
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* # Cable restraints
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*
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* Ghetto handcuffs. Removing those is faster.
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*/
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/obj/item/restraints/handcuffs/cable
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name = "cable restraints"
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desc = "Looks like some cables tied together. Could be used to tie something up."
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icon_state = "cuff"
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inhand_icon_state = "coil"
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color = "#ff0000"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
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breakouttime = 30 SECONDS
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cuffsound = 'sound/weapons/cablecuff.ogg'
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/**
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* # Sinew restraints
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*
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* Primal ghetto handcuffs
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*
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* Just cable restraints that look differently and can't be recycled.
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*/
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/obj/item/restraints/handcuffs/cable/sinew
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name = "sinew restraints"
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desc = "A pair of restraints fashioned from long strands of flesh."
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icon_state = "sinewcuff"
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inhand_icon_state = "sinewcuff"
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custom_materials = null
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color = null
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/**
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* Red cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/red
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color = "#ff0000"
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/**
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* Yellow cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/yellow
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color = "#ffff00"
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/**
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* Blue cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/blue
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color = "#1919c8"
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/**
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* Green cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/green
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color = "#00aa00"
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/**
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* Pink cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/pink
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color = "#ff3ccd"
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/**
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* Orange (the color) cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/orange
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color = "#ff8000"
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/**
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* Cyan cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/cyan
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color = "#00ffff"
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/**
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* White cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/white
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color = null
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/obj/item/restraints/handcuffs/cable/attackby(obj/item/I, mob/user, params) //Slapcrafting
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if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if (R.use(1))
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var/obj/item/wirerod/W = new /obj/item/wirerod
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remove_item_from_storage(user)
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user.put_in_hands(W)
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to_chat(user, span_notice("You wrap [src] around the top of [I]."))
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qdel(src)
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else
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to_chat(user, span_warning("You need one rod to make a wired rod!"))
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return
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else if(istype(I, /obj/item/stack/sheet/iron))
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var/obj/item/stack/sheet/iron/M = I
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if(M.get_amount() < 6)
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to_chat(user, span_warning("You need at least six iron sheets to make good enough weights!"))
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return
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to_chat(user, span_notice("You begin to apply [I] to [src]..."))
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if(do_after(user, 35, target = src))
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if(M.get_amount() < 6 || !M)
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return
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var/obj/item/restraints/legcuffs/bola/S = new /obj/item/restraints/legcuffs/bola
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M.use(6)
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user.put_in_hands(S)
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to_chat(user, span_notice("You make some weights out of [I] and tie them to [src]."))
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remove_item_from_storage(user)
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qdel(src)
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else
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return ..()
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/**
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* # Zipties
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*
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* One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied.
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*/
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/obj/item/restraints/handcuffs/cable/zipties
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name = "zipties"
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desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use."
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icon_state = "cuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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custom_materials = null
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breakouttime = 45 SECONDS
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trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
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color = null
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/**
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* # Used zipties
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*
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* What zipties turn into when applied. These can't be used to cuff people.
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*/
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/obj/item/restraints/handcuffs/cable/zipties/used
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desc = "A pair of broken zipties."
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icon_state = "cuff_used"
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inhand_icon_state = "cuff"
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/obj/item/restraints/handcuffs/cable/zipties/used/attack()
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return
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/**
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* # Generic leg cuffs
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*
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* Parent class for everything that can legcuff carbons. Can't legcuff anything itself.
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*/
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/obj/item/restraints/legcuffs
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name = "leg cuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon_state = "handcuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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flags_1 = CONDUCT_1
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throwforce = 0
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w_class = WEIGHT_CLASS_NORMAL
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slowdown = 7
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breakouttime = 30 SECONDS
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/**
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* # Bear trap
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*
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* This opens, closes, and bites people's legs.
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*/
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/obj/item/restraints/legcuffs/beartrap
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name = "bear trap"
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throw_speed = 1
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throw_range = 1
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icon_state = "beartrap"
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desc = "A trap used to catch bears and other legged creatures."
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///If true, the trap is "open" and can trigger.
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var/armed = FALSE
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///How much damage the trap deals when triggered.
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var/trap_damage = 20
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/obj/item/restraints/legcuffs/beartrap/Initialize(mapload)
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. = ..()
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update_appearance()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/spring_trap,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/restraints/legcuffs/beartrap/update_icon_state()
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icon_state = "[initial(icon_state)][armed]"
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return ..()
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/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] is sticking [user.p_their()] head in the [src.name]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, TRUE, -1)
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return (BRUTELOSS)
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/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
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. = ..()
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if(!ishuman(user) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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return
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armed = !armed
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update_appearance()
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to_chat(user, span_notice("[src] is now [armed ? "armed" : "disarmed"]"))
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/**
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* Closes a bear trap
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*
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* Closes a bear trap.
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* Arguments:
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*/
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/obj/item/restraints/legcuffs/beartrap/proc/close_trap()
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armed = FALSE
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update_appearance()
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(datum/source, atom/movable/AM, thrown_at = FALSE)
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SIGNAL_HANDLER
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if(!armed || !isturf(loc) || !isliving(AM))
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return
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var/mob/living/L = AM
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var/snap = TRUE
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if(istype(L.buckled, /obj/vehicle))
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var/obj/vehicle/ridden_vehicle = L.buckled
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if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times.
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close_trap()
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ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src]."))
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if(!thrown_at && L.movement_type & (FLYING|FLOATING)) //don't close the trap if they're flying/floating over it.
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snap = FALSE
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var/def_zone = BODY_ZONE_CHEST
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if(snap && iscarbon(L))
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var/mob/living/carbon/C = L
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if(C.body_position == STANDING_UP)
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def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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if(!C.legcuffed && C.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
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INVOKE_ASYNC(C, /mob/living/carbon.proc/equip_to_slot, src, ITEM_SLOT_LEGCUFFED)
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SSblackbox.record_feedback("tally", "handcuffs", 1, type)
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else if(snap && isanimal(L))
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var/mob/living/simple_animal/SA = L
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if(SA.mob_size <= MOB_SIZE_TINY) //don't close the trap if they're as small as a mouse.
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snap = FALSE
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if(snap)
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close_trap()
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if(!thrown_at)
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L.visible_message(span_danger("[L] triggers \the [src]."), \
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span_userdanger("You trigger \the [src]!"))
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else
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L.visible_message(span_danger("\The [src] ensnares [L]!"), \
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span_userdanger("\The [src] ensnares you!"))
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L.apply_damage(trap_damage, BRUTE, def_zone)
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/**
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* # Energy snare
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*
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* This closes on people's legs.
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*
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* A weaker version of the bear trap that can be resisted out of faster and disappears
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*/
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/obj/item/restraints/legcuffs/beartrap/energy
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name = "energy snare"
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armed = 1
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icon_state = "e_snare"
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trap_damage = 0
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breakouttime = 3 SECONDS
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item_flags = DROPDEL
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flags_1 = NONE
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/obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, .proc/dissipate), 100)
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/**
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* Handles energy snares disappearing
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*
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* If the snare isn't closed on anyone, it will disappear in a shower of sparks.
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* Arguments:
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*/
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/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
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if(!ismob(loc))
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do_sparks(1, TRUE, src)
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qdel(src)
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/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers)
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spring_trap(null, user)
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return ..()
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/obj/item/restraints/legcuffs/beartrap/energy/cyborg
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breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint
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/obj/item/restraints/legcuffs/bola
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name = "bola"
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desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly."
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icon_state = "bola"
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inhand_icon_state = "bola"
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lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi'
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breakouttime = 3.5 SECONDS//easy to apply, easy to break out of
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gender = NEUTER
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///Amount of time to knock the target down for once it's hit in deciseconds.
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var/knockdown = 0
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/obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle = FALSE, quickstart = TRUE)
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if(!..())
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return
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playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE)
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/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
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return//abort
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ensnare(hit_atom)
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/**
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* Attempts to legcuff someone with the bola
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*
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* Arguments:
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* * C - the carbon that we will try to ensnare
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*/
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/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
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if(!C.legcuffed && C.num_legs >= 2)
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visible_message(span_danger("\The [src] ensnares [C]!"), span_userdanger("\The [src] ensnares you!"))
|
|
C.equip_to_slot(src, ITEM_SLOT_LEGCUFFED)
|
|
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
|
|
C.Knockdown(knockdown)
|
|
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
|
|
|
|
/**
|
|
* A traitor variant of the bola.
|
|
*
|
|
* It knocks people down and is harder to remove.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/tactical
|
|
name = "reinforced bola"
|
|
desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
|
|
icon_state = "bola_r"
|
|
inhand_icon_state = "bola_r"
|
|
breakouttime = 7 SECONDS
|
|
knockdown = 3.5 SECONDS
|
|
|
|
/**
|
|
* A security variant of the bola.
|
|
*
|
|
* It's harder to remove, smaller and has a defined price.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/energy
|
|
name = "energy bola"
|
|
desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
|
|
icon_state = "ebola"
|
|
inhand_icon_state = "ebola"
|
|
hitsound = 'sound/weapons/taserhit.ogg'
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
breakouttime = 6 SECONDS
|
|
custom_price = PAYCHECK_HARD * 0.35
|
|
|
|
/obj/item/restraints/legcuffs/bola/energy/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_UNCATCHABLE, TRAIT_GENERIC) // People said energy bolas being uncatchable is a feature.
|
|
|
|
/obj/item/restraints/legcuffs/bola/energy/ensnare(atom/hit_atom)
|
|
var/obj/item/restraints/legcuffs/beartrap/energy/cyborg/B = new (get_turf(hit_atom))
|
|
B.spring_trap(null, hit_atom, TRUE)
|
|
qdel(src)
|
|
|
|
/**
|
|
* A pacifying variant of the bola.
|
|
*
|
|
* It's much harder to remove, doesn't cause a slowdown and gives people STATUS_EFFECT_GONBOLAPACIFY.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/gonbola
|
|
name = "gonbola"
|
|
desc = "Hey, if you have to be hugged in the legs by anything, it might as well be this little guy."
|
|
icon_state = "gonbola"
|
|
inhand_icon_state = "bola_r"
|
|
breakouttime = 30 SECONDS
|
|
slowdown = 0
|
|
var/datum/status_effect/gonbola_pacify/effectReference
|
|
|
|
/obj/item/restraints/legcuffs/bola/gonbola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
|
. = ..()
|
|
if(iscarbon(hit_atom))
|
|
var/mob/living/carbon/C = hit_atom
|
|
effectReference = C.apply_status_effect(STATUS_EFFECT_GONBOLAPACIFY)
|
|
|
|
/obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user)
|
|
. = ..()
|
|
if(effectReference)
|
|
QDEL_NULL(effectReference)
|