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Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.
## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.
Also fixes #59028
## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
(cherry picked from commit ad5debaaa1)
# Conflicts:
# code/datums/dna.dm
# code/game/machinery/washing_machine.dm
# code/game/objects/items/clown_items.dm
# code/game/objects/items/food/misc.dm
# code/game/objects/items/food/monkeycube.dm
# code/game/objects/items/stacks/sheets/glass.dm
# code/game/objects/items/storage/toolbox.dm
# code/game/objects/items/tools/crowbar.dm
# code/game/objects/items/tools/screwdriver.dm
# code/game/objects/items/tools/wrench.dm
# code/game/objects/items/weaponry.dm
# code/game/objects/structures/petrified_statue.dm
# code/modules/antagonists/heretic/magic/nightwatcher_rebirth.dm
# code/modules/mob/living/carbon/human/death.dm
# code/modules/mob/living/living_defense.dm
# code/modules/mob/living/simple_animal/guardian/guardian.dm
# code/modules/mob/living/simple_animal/hostile/headcrab.dm
# code/modules/paperwork/stamps.dm
# code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
# code/modules/reagents/chemistry/reagents/toxin_reagents.dm
# code/modules/shuttle/on_move.dm
# code/modules/spells/spell_types/touch/smite.dm
# code/modules/vehicles/mecha/equipment/tools/mining_tools.dm
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
239 lines
9.4 KiB
Plaintext
239 lines
9.4 KiB
Plaintext
/* Clown Items
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* Contains:
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* Soap
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* Bike Horns
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* Air Horns
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* Canned Laughter
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*/
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/*
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* Soap
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*/
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/obj/item/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "soap"
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inhand_icon_state = "soap"
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worn_icon_state = "soap"
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lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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item_flags = NOBLUDGEON
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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grind_results = list(/datum/reagent/lye = 10)
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var/cleanspeed = 3.5 SECONDS //slower than mop
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force_string = "robust... against germs"
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var/uses = 100
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/obj/item/soap/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/slippery, 80)
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AddComponent(/datum/component/cleaner, cleanspeed, 0.1, pre_clean_callback=CALLBACK(src, PROC_REF(should_clean)), on_cleaned_callback=CALLBACK(src, PROC_REF(decreaseUses))) //less scaling for soapies
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/obj/item/soap/examine(mob/user)
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. = ..()
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var/max_uses = initial(uses)
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var/msg = "It looks like it just came out of the package."
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if(uses != max_uses)
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var/percentage_left = uses / max_uses
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switch(percentage_left)
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if(0 to 0.15)
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msg = "There's just a tiny bit left of what it used to be, you're not sure it'll last much longer."
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if(0.15 to 0.30)
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msg = "It's dissolved quite a bit, but there's still some life to it."
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if(0.30 to 0.50)
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msg = "It's past its prime, but it's definitely still good."
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if(0.50 to 0.75)
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msg = "It's started to get a little smaller than it used to be, but it'll definitely still last for a while."
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else
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msg = "It's seen some light use, but it's still pretty fresh."
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. += span_notice("[msg]")
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/obj/item/soap/homemade
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desc = "A homemade bar of soap. Smells of... well...."
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grind_results = list(/datum/reagent/consumable/liquidgibs = 9, /datum/reagent/lye = 9)
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icon_state = "soapgibs"
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inhand_icon_state = "soapgibs"
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worn_icon_state = "soapgibs"
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cleanspeed = 3 SECONDS // faster than base soap to reward chemists for going to the effort
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/obj/item/soap/nanotrasen
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desc = "A heavy duty bar of Nanotrasen brand soap. Smells of plasma."
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grind_results = list(/datum/reagent/toxin/plasma = 10, /datum/reagent/lye = 10)
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icon_state = "soapnt"
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inhand_icon_state = "soapnt"
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worn_icon_state = "soapnt"
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cleanspeed = 2.8 SECONDS //janitor gets this
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uses = 300
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/obj/item/soap/nanotrasen/cyborg
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/obj/item/soap/deluxe
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
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grind_results = list(/datum/reagent/consumable/aloejuice = 10, /datum/reagent/lye = 10)
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icon_state = "soapdeluxe"
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inhand_icon_state = "soapdeluxe"
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worn_icon_state = "soapdeluxe"
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cleanspeed = 2 SECONDS //captain gets one of these
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/obj/item/soap/syndie
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desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
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grind_results = list(/datum/reagent/toxin/acid = 10, /datum/reagent/lye = 10)
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icon_state = "soapsyndie"
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inhand_icon_state = "soapsyndie"
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worn_icon_state = "soapsyndie"
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cleanspeed = 0.5 SECONDS //faster than mops so it's useful for traitors who want to clean crime scenes
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/obj/item/soap/omega
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name = "\improper Omega soap"
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desc = "The most advanced soap known to mankind. The beginning of the end for germs."
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grind_results = list(/datum/reagent/consumable/potato_juice = 9, /datum/reagent/consumable/ethanol/lizardwine = 9, /datum/reagent/monkey_powder = 9, /datum/reagent/drug/krokodil = 9, /datum/reagent/toxin/acid/nitracid = 9, /datum/reagent/baldium = 9, /datum/reagent/consumable/ethanol/hooch = 9, /datum/reagent/bluespace = 9, /datum/reagent/drug/pumpup = 9, /datum/reagent/consumable/space_cola = 9)
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icon_state = "soapomega"
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inhand_icon_state = "soapomega"
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worn_icon_state = "soapomega"
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cleanspeed = 0.3 SECONDS //Only the truest of mind soul and body get one of these
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uses = 800 //In the Greek numeric system, Omega has a value of 800
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/obj/item/soap/omega/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is using [src] to scrub themselves from the timeline! It looks like [user.p_theyre()] trying to commit suicide!"))
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new /obj/structure/chrono_field(user.loc, user)
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return MANUAL_SUICIDE
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/obj/item/paper/fluff/stations/soap
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name = "ancient janitorial poem"
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desc = "An old paper that has passed many hands."
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default_raw_text = "<B>The legend of the omega soap</B><BR><BR> Essence of <B>potato</B>. Juice, not grind.<BR><BR> A <B>lizard's</B> tail, turned into <B>wine</B>.<BR><BR> <B>powder of monkey</B>, to help the workload.<BR><BR> Some <B>Krokodil</B>, because meth would explode.<BR><BR> <B>Nitric acid</B> and <B>Baldium</B>, for organic dissolving.<BR><BR> A cup filled with <B>Hooch</B>, for sinful absolving<BR><BR> Some <B>Bluespace Dust</B>, for removal of stains.<BR><BR> A syringe full of <B>Pump-up</B>, it's security's bane.<BR><BR> Add a can of <B>Space Cola</B>, because we've been paid.<BR><BR> <B>Heat</B> as hot as you can, let the soap be your blade.<BR><BR> <B>Ten units of each reagent create a soap that could topple all others.</B>"
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/obj/item/soap/suicide_act(mob/living/user)
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user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!", forced="soap suicide")
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user.visible_message(span_suicide("[user] lifts [src] to [user.p_their()] mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!"))
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new /obj/effect/particle_effect/fluid/foam(loc)
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return TOXLOSS
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/obj/item/soap/proc/should_clean(datum/cleaning_source, atom/atom_to_clean, mob/living/cleaner)
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return check_allowed_items(atom_to_clean)
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/**
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* Decrease the number of uses the bar of soap has.
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*
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* The higher the cleaning skill, the less likely the soap will lose a use.
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* Arguments
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* * source - the source of the cleaning
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* * target - The atom that is being cleaned
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* * user - The mob that is using the soap to clean.
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*/
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/obj/item/soap/proc/decreaseUses(datum/source, atom/target, mob/living/user)
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var/skillcheck = 1
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if(user?.mind)
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skillcheck = user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)
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if(prob(skillcheck*100)) //higher level = more uses assuming RNG is nice
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uses--
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if(uses <= 0)
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noUses(user)
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/obj/item/soap/proc/noUses(mob/user)
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to_chat(user, span_warning("[src] crumbles into tiny bits!"))
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qdel(src)
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/obj/item/soap/nanotrasen/cyborg/noUses(mob/user)
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to_chat(user, span_warning("The soap has ran out of chemicals"))
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/obj/item/soap/nanotrasen/cyborg/afterattack(atom/target, mob/user, proximity)
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. = isitem(target) ? AFTERATTACK_PROCESSED_ITEM : NONE
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if(uses <= 0)
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to_chat(user, span_warning("No good, you need to recharge!"))
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return .
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return ..() | .
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/obj/item/soap/attackby_storage_insert(datum/storage, atom/storage_holder, mob/living/user)
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return !user?.combat_mode // only cleans a storage item if on combat
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/*
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* Bike Horns
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*/
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/obj/item/bikehorn
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name = "bike horn"
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desc = "A horn off of a bicycle. Rumour has it that they're made from recycled clowns."
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "bike_horn"
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inhand_icon_state = "bike_horn"
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worn_icon_state = "horn"
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lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi'
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throwforce = 0
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hitsound = null //To prevent tap.ogg playing, as the item lacks of force
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w_class = WEIGHT_CLASS_TINY
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slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
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throw_speed = 3
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throw_range = 7
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attack_verb_continuous = list("HONKS")
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attack_verb_simple = list("HONK")
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///sound file given to the squeaky component we make in Initialize() so sub-types can specify their own sound
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var/sound_file = 'sound/items/bikehorn.ogg'
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/obj/item/bikehorn/Initialize(mapload)
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. = ..()
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var/list/sound_list = list()
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sound_list[sound_file] = 1
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AddComponent(/datum/component/squeak, sound_list, 50, falloff_exponent = 20)
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/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(user != M && ishuman(user))
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var/mob/living/carbon/human/H = user
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if (HAS_TRAIT(H, TRAIT_CLUMSY)) //only clowns can unlock its true powers
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M.add_mood_event("honk", /datum/mood_event/honk)
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return ..()
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/obj/item/bikehorn/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] solemnly points [src] at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return BRUTELOSS
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//air horn
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/obj/item/bikehorn/airhorn
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name = "air horn"
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desc = "Damn son, where'd you find this?"
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icon_state = "air_horn"
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worn_icon_state = "horn_air"
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sound_file = 'sound/items/airhorn2.ogg'
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//golden bikehorn
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/obj/item/bikehorn/golden
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name = "golden bike horn"
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desc = "Golden? Clearly, it's made with bananium! Honk!"
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icon_state = "gold_horn"
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inhand_icon_state = "gold_horn"
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worn_icon_state = "horn_gold"
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COOLDOWN_DECLARE(golden_horn_cooldown)
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/obj/item/bikehorn/golden/attack()
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flip_mobs()
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return ..()
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/obj/item/bikehorn/golden/attack_self(mob/user)
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flip_mobs()
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..()
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/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
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if(!COOLDOWN_FINISHED(src, golden_horn_cooldown))
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return
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var/turf/T = get_turf(src)
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for(M in ohearers(7, T))
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if(M.can_hear())
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M.emote("flip")
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COOLDOWN_START(src, golden_horn_cooldown, 1 SECONDS)
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//canned laughter
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/obj/item/reagent_containers/cup/soda_cans/canned_laughter
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name = "Canned Laughter"
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desc = "Just looking at this makes you want to giggle."
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icon_state = "laughter"
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volume = 50
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list_reagents = list(/datum/reagent/consumable/laughter = 50)
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