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* *smacks table* Hot Damn! (#57269) * *smacks table* Hot Damn! Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
352 lines
15 KiB
Plaintext
352 lines
15 KiB
Plaintext
// For all of the items that are really just the user's hand used in different ways, mostly (all, really) from emotes
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/obj/item/circlegame
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name = "circled hand"
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desc = "If somebody looks at this while it's below your waist, you get to bop them."
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icon_state = "madeyoulook"
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force = 0
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throwforce = 0
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item_flags = DROPDEL | ABSTRACT | HAND_ITEM
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attack_verb_continuous = list("bops")
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attack_verb_simple = list("bop")
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/obj/item/circlegame/Initialize()
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. = ..()
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var/mob/living/owner = loc
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if(!istype(owner))
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return
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RegisterSignal(owner, COMSIG_PARENT_EXAMINE, .proc/ownerExamined)
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/obj/item/circlegame/Destroy()
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var/mob/owner = loc
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if(istype(owner))
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UnregisterSignal(owner, COMSIG_PARENT_EXAMINE)
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return ..()
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/obj/item/circlegame/dropped(mob/user)
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UnregisterSignal(user, COMSIG_PARENT_EXAMINE) //loc will have changed by the time this is called, so Destroy() can't catch it
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// this is a dropdel item.
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return ..()
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/// Stage 1: The mistake is made
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/obj/item/circlegame/proc/ownerExamined(mob/living/owner, mob/living/sucker)
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SIGNAL_HANDLER
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if(!istype(sucker) || !in_range(owner, sucker))
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return
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addtimer(CALLBACK(src, .proc/waitASecond, owner, sucker), 4)
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/// Stage 2: Fear sets in
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/obj/item/circlegame/proc/waitASecond(mob/living/owner, mob/living/sucker)
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if(QDELETED(sucker) || QDELETED(src) || QDELETED(owner))
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return
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if(owner == sucker) // big mood
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to_chat(owner, "<span class='danger'>Wait a second... you just looked at your own [src.name]!</span>")
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addtimer(CALLBACK(src, .proc/selfGottem, owner), 10)
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else
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to_chat(sucker, "<span class='danger'>Wait a second... was that a-</span>")
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addtimer(CALLBACK(src, .proc/GOTTEM, owner, sucker), 6)
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/// Stage 3A: We face our own failures
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/obj/item/circlegame/proc/selfGottem(mob/living/owner)
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if(QDELETED(src) || QDELETED(owner))
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return
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playsound(get_turf(owner), 'sound/effects/hit_punch.ogg', 50, TRUE, -1)
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owner.visible_message("<span class='danger'>[owner] shamefully bops [owner.p_them()]self with [owner.p_their()] [src.name].</span>", "<span class='userdanger'>You shamefully bop yourself with your [src.name].</span>", \
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"<span class='hear'>You hear a dull thud!</span>")
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log_combat(owner, owner, "bopped", src.name, "(self)")
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owner.do_attack_animation(owner)
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owner.apply_damage(100, STAMINA)
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owner.Knockdown(10)
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qdel(src)
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/// Stage 3B: We face our reckoning (unless we moved away or they're incapacitated)
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/obj/item/circlegame/proc/GOTTEM(mob/living/owner, mob/living/sucker)
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if(QDELETED(sucker))
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return
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if(QDELETED(src) || QDELETED(owner))
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to_chat(sucker, "<span class='warning'>Nevermind... must've been your imagination...</span>")
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return
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if(!in_range(owner, sucker) || !(owner.mobility_flags & MOBILITY_USE))
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to_chat(sucker, "<span class='notice'>Phew... you moved away before [owner] noticed you saw [owner.p_their()] [src.name]...</span>")
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return
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to_chat(owner, "<span class='warning'>[sucker] looks down at your [src.name] before trying to avert [sucker.p_their()] eyes, but it's too late!</span>")
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to_chat(sucker, "<span class='danger'><b>[owner] sees the fear in your eyes as you try to look away from [owner.p_their()] [src.name]!</b></span>")
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owner.face_atom(sucker)
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if(owner.client)
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owner.client.give_award(/datum/award/achievement/misc/gottem, owner) // then everybody clapped
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playsound(get_turf(owner), 'sound/effects/hit_punch.ogg', 50, TRUE, -1)
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owner.do_attack_animation(sucker)
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if(HAS_TRAIT(owner, TRAIT_HULK))
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owner.visible_message("<span class='danger'>[owner] bops [sucker] with [owner.p_their()] [src.name] much harder than intended, sending [sucker.p_them()] flying!</span>", \
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"<span class='danger'>You bop [sucker] with your [src.name] much harder than intended, sending [sucker.p_them()] flying!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", ignored_mobs=list(sucker))
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to_chat(sucker, "<span class='userdanger'>[owner] bops you incredibly hard with [owner.p_their()] [src.name], sending you flying!</span>")
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sucker.apply_damage(50, STAMINA)
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sucker.Knockdown(50)
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log_combat(owner, sucker, "bopped", src.name, "(setup- Hulk)")
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var/atom/throw_target = get_edge_target_turf(sucker, owner.dir)
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sucker.throw_at(throw_target, 6, 3, owner)
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else
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owner.visible_message("<span class='danger'>[owner] bops [sucker] with [owner.p_their()] [src.name]!</span>", "<span class='danger'>You bop [sucker] with your [src.name]!</span>", \
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"<span class='hear'>You hear a dull thud!</span>", ignored_mobs=list(sucker))
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sucker.apply_damage(15, STAMINA)
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log_combat(owner, sucker, "bopped", src.name, "(setup)")
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to_chat(sucker, "<span class='userdanger'>[owner] bops you with [owner.p_their()] [src.name]!</span>")
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qdel(src)
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/obj/item/slapper
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name = "slapper"
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desc = "This is how real men fight."
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icon_state = "latexballon"
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inhand_icon_state = "nothing"
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force = 0
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throwforce = 0
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item_flags = DROPDEL | ABSTRACT | HAND_ITEM
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attack_verb_continuous = list("slaps")
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attack_verb_simple = list("slap")
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hitsound = 'sound/effects/snap.ogg'
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/// How many smaller table smacks we can do before we're out
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var/table_smacks_left = 3
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/obj/item/slapper/attack(mob/M, mob/living/carbon/human/user)
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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if(L && L.dna && L.dna.species)
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L.dna.species.stop_wagging_tail(M)
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user.do_attack_animation(M)
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playsound(M, 'sound/weapons/slap.ogg', 50, TRUE, -1)
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user.visible_message("<span class='danger'>[user] slaps [M]!</span>",
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"<span class='notice'>You slap [M]!</span>",\
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"<span class='hear'>You hear a slap.</span>")
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return
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/obj/item/slapper/attack_obj(obj/O, mob/living/user, params)
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if(!istype(O, /obj/structure/table))
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return ..()
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var/obj/structure/table/the_table = O
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var/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK)
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if(is_right_clicking && table_smacks_left == initial(table_smacks_left)) // so you can't do 2 weak slaps followed by a big slam
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transform = transform.Scale(5) // BIG slap
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if(HAS_TRAIT(user, TRAIT_HULK))
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transform = transform.Scale(2)
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color = COLOR_GREEN
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user.do_attack_animation(the_table)
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if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(istype(human_user.shoes, /obj/item/clothing/shoes/cowboy))
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human_user.say(pick("Hot damn!", "Hoo-wee!", "Got-dang!"), spans = list(SPAN_YELL), forced=TRUE)
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human_user.client?.give_award(/datum/award/achievement/misc/hot_damn, human_user)
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playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 110, TRUE)
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user.visible_message("<b><span class='danger'>[user] slams [user.p_their()] fist down on [the_table]!</span></b>", "<b><span class='danger'>You slam your fist down on [the_table]!</span></b>")
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qdel(src)
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else
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user.do_attack_animation(the_table)
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playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 40, TRUE)
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user.visible_message("<span class='notice'>[user] slaps [user.p_their()] hand on [the_table].</span>", "<span class='notice'>You slap your hand on [the_table].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
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table_smacks_left--
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if(table_smacks_left <= 0)
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qdel(src)
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/obj/item/noogie
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name = "noogie"
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desc = "Get someone in an aggressive grab then use this on them to ruin their day."
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icon_state = "latexballon"
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inhand_icon_state = "nothing"
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force = 0
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throwforce = 0
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item_flags = DROPDEL | ABSTRACT | HAND_ITEM
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/obj/item/noogie/attack(mob/living/carbon/target, mob/living/carbon/human/user)
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if(!istype(target))
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to_chat(user, "<span class='warning'>You don't think you can give this a noogie!</span>")
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return
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if(!(target?.get_bodypart(BODY_ZONE_HEAD)) || user.pulling != target || user.grab_state < GRAB_AGGRESSIVE || user.getStaminaLoss() > 80)
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return FALSE
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var/obj/item/bodypart/head/the_head = target.get_bodypart(BODY_ZONE_HEAD)
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if((target.get_biological_state() != BIO_FLESH_BONE && target.get_biological_state() != BIO_JUST_FLESH) || !the_head.is_organic_limb())
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to_chat(user, "<span class='warning'>You can't noogie [target], [target.p_they()] [target.p_have()] no skin on [target.p_their()] head!</span>")
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return
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// [user] gives [target] a [prefix_desc] noogie[affix_desc]!
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var/brutal_noogie = FALSE // was it an extra hard noogie?
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var/prefix_desc = "rough"
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var/affix_desc = ""
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var/affix_desc_target = ""
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if(HAS_TRAIT(target, TRAIT_ANTENNAE))
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prefix_desc = "violent"
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affix_desc = "on [target.p_their()] sensitive antennae"
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affix_desc_target = "on your highly sensitive antennae"
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brutal_noogie = TRUE
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if(user.dna?.check_mutation(HULK))
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prefix_desc = "sickeningly brutal"
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brutal_noogie = TRUE
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var/message_others = "[prefix_desc] noogie[affix_desc]"
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var/message_target = "[prefix_desc] noogie[affix_desc_target]"
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user.visible_message("<span class='danger'>[user] begins giving [target] a [message_others]!</span>", "<span class='warning'>You start giving [target] a [message_others]!</span>", vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target)
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to_chat(target, "<span class='userdanger'>[user] starts giving you a [message_target]!</span>")
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if(!do_after(user, 1.5 SECONDS, target))
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to_chat(user, "<span class='warning'>You fail to give [target] a noogie!</span>")
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to_chat(target, "<span class='danger'>[user] fails to give you a noogie!</span>")
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return
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if(brutal_noogie)
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "noogie_harsh", /datum/mood_event/noogie_harsh)
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else
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "noogie", /datum/mood_event/noogie)
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noogie_loop(user, target, 0)
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/// The actual meat and bones of the noogie'ing
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/obj/item/noogie/proc/noogie_loop(mob/living/carbon/human/user, mob/living/carbon/target, iteration)
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if(!(target?.get_bodypart(BODY_ZONE_HEAD)) || user.pulling != target)
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return FALSE
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if(user.getStaminaLoss() > 80)
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to_chat(user, "<span class='warning'>You're too tired to continue giving [target] a noogie!</span>")
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to_chat(target, "<span class='danger'>[user] is too tired to continue giving you a noogie!</span>")
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return
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var/damage = rand(1, 5)
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if(HAS_TRAIT(target, TRAIT_ANTENNAE))
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damage += rand(3,7)
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if(user.dna?.check_mutation(HULK))
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damage += rand(3,7)
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if(damage >= 5)
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target.emote("scream")
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log_combat(user, target, "given a noogie to", addition = "([damage] brute before armor)")
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target.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
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user.adjustStaminaLoss(iteration + 5)
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playsound(get_turf(user), pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg'), 50)
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if(prob(33))
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user.visible_message("<span class='danger'>[user] continues noogie'ing [target]!</span>", "<span class='warning'>You continue giving [target] a noogie!</span>", vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target)
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to_chat(target, "<span class='userdanger'>[user] continues giving you a noogie!</span>")
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if(!do_after(user, 1 SECONDS + (iteration * 2), target))
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to_chat(user, "<span class='warning'>You fail to give [target] a noogie!</span>")
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to_chat(target, "<span class='danger'>[user] fails to give you a noogie!</span>")
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return
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iteration++
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noogie_loop(user, target, iteration)
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/obj/item/kisser
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name = "kiss"
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desc = "I want you all to know, everyone and anyone, to seal it with a kiss."
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icon = 'icons/mob/animal.dmi'
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icon_state = "heart"
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inhand_icon_state = "nothing"
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force = 0
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throwforce = 0
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item_flags = DROPDEL | ABSTRACT | HAND_ITEM
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/// The kind of projectile this version of the kiss blower fires
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var/kiss_type = /obj/projectile/kiss
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/obj/item/kisser/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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var/obj/projectile/blown_kiss = new kiss_type(get_turf(user))
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user.visible_message("<b>[user]</b> blows \a [blown_kiss] at [target]!", "<span class='notice'>You blow \a [blown_kiss] at [target]!</span>")
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//Shooting Code:
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blown_kiss.spread = 0
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blown_kiss.original = target
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blown_kiss.fired_from = user
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blown_kiss.firer = user // don't hit ourself that would be really annoying
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blown_kiss.impacted = list(user = TRUE) // just to make sure we don't hit the wearer
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blown_kiss.preparePixelProjectile(target, user)
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blown_kiss.fire()
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qdel(src)
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/obj/item/kisser/death
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name = "kiss of death"
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desc = "If looks could kill, they'd be this."
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color = COLOR_BLACK
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kiss_type = /obj/projectile/kiss/death
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/obj/projectile/kiss
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name = "kiss"
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icon = 'icons/mob/animal.dmi'
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icon_state = "heart"
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hitsound = 'sound/effects/kiss.ogg'
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hitsound_wall = 'sound/effects/kiss.ogg'
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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speed = 1.6
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damage_type = BRUTE
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damage = 0
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nodamage = TRUE // love can't actually hurt you
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armour_penetration = 100 // but if it could, it would cut through even the thickest plate
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flag = MAGIC // and most importantly, love is magic~
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/obj/projectile/kiss/fire(angle, atom/direct_target)
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if(firer)
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name = "[name] blown by [firer]"
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return ..()
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/obj/projectile/kiss/on_hit(atom/target, blocked, pierce_hit)
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def_zone = BODY_ZONE_HEAD // let's keep it PG, people
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. = ..()
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if(!ismob(target))
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return
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "kiss", /datum/mood_event/kiss, firer)
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var/mob/living/target_living = target
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// people with the social anxiety quirk can get flustered when hit by a kiss
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if(HAS_TRAIT(target_living, TRAIT_ANXIOUS) && (target_living.stat > SOFT_CRIT))
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if(prob(50) || HAS_TRAIT(target_living, TRAIT_FEARLESS)) // 50% chance for it to apply, also immune while on meds
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return
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var/other_msg
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var/self_msg
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var/roll = rand(1, 3)
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switch(roll)
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if(1)
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other_msg = "stumbles slightly, turning a bright red!"
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self_msg = "You lose control of your limbs for a moment as your blood rushes to your face, turning it bright red!"
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target_living.add_confusion(rand(5, 10))
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if(2)
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other_msg = "stammers softly for a moment before choking on something!"
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self_msg = "You feel your tongue disappear down your throat as you fight to remember how to make words!"
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addtimer(CALLBACK(target_living, /atom/movable.proc/say, pick("Uhhh...", "O-oh, uhm...", "I- uhhhhh??", "You too!!", "What?")), rand(0.5 SECONDS, 1.5 SECONDS))
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target_living.stuttering += rand(5, 15)
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if(3)
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other_msg = "locks up with a stunned look on [target_living.p_their()] face, staring at [firer ? firer : "the ceiling"]!"
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self_msg = "Your brain completely fails to process what just happened, leaving you rooted in place staring [firer ? "at [firer]" : "the ceiling"] for what feels like an eternity!"
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target_living.face_atom(firer)
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target_living.Stun(rand(3 SECONDS, 8 SECONDS))
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target_living.visible_message("<b>[target_living]</b> [other_msg]", "<span class='userdanger'>Whoa! [self_msg]</span>")
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/obj/projectile/kiss/death
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name = "kiss of death"
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nodamage = FALSE // okay i kinda lied about love not being able to hurt you
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damage = 35
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wound_bonus = 0
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sharpness = SHARP_POINTY
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color = COLOR_BLACK
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/obj/projectile/kiss/death/on_hit(atom/target, blocked, pierce_hit)
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. = ..()
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if(!iscarbon(target))
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return
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var/mob/living/carbon/heartbreakee = target
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var/obj/item/organ/heart/dont_go_breakin_my_heart = heartbreakee.getorganslot(ORGAN_SLOT_HEART)
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dont_go_breakin_my_heart.applyOrganDamage(999)
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