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## About The Pull Request Makes energy bolas work on prone targets and not leave behind garbage when they'd whiff. Ever notice how you could crawl through one unlike other bolas and how, if you got hit by one while prone, it left behind a little blue bear-trap looking thing? #60160 gave them the ability to be blocked and to hit flying mobs, but it did this by making them create a subtype of bear trap on the location on hitting a valid atom. This meant that if the target lacked a leg, was prone, or already had a bola on, the bear trap object would be left behind and the bola would do nothing. This fixes that. Does not seem to have been intended behavior. ## Why It's Good For The Game Fix good. ## Changelog 🆑 fix: energy bolas now work on prone targets and don't leave behind a fake item when they whiff. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
631 lines
20 KiB
Plaintext
631 lines
20 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/weapons/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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// Zipties, cable cuffs, etc. Can be cut with wirecutters instantly.
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#define HANDCUFFS_TYPE_WEAK 0
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// Handcuffs... alien handcuffs. Can be cut through only by jaws of life.
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#define HANDCUFFS_TYPE_STRONG 1
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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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inhand_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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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_HANDCUFFED
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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= SMALL_MATERIAL_AMOUNT * 5)
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breakouttime = 1 MINUTES
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armor_type = /datum/armor/restraints_handcuffs
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custom_price = PAYCHECK_COMMAND * 0.35
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///How long it takes to handcuff someone
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var/handcuff_time = 4 SECONDS
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///Multiplier for handcuff time
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var/handcuff_time_mod = 1
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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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/// How strong the cuffs are. Weak cuffs can be broken with wirecutters or boxcutters.
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var/restraint_strength = HANDCUFFS_TYPE_STRONG
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/obj/item/restraints/handcuffs/apply_fantasy_bonuses(bonus)
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. = ..()
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handcuff_time = modify_fantasy_variable("handcuff_time", handcuff_time, -bonus * 2, minimum = 0.3 SECONDS)
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/obj/item/restraints/handcuffs/remove_fantasy_bonuses(bonus)
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handcuff_time = reset_fantasy_variable("handcuff_time", handcuff_time)
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return ..()
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/datum/armor/restraints_handcuffs
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fire = 50
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acid = 50
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/obj/item/restraints/handcuffs/attack(mob/living/target_mob, mob/living/user)
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if(!iscarbon(target_mob))
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return
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attempt_to_cuff(target_mob, user)
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/// Handles all of the checks and application in a typical situation where someone attacks a carbon victim with the handcuff item.
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/obj/item/restraints/handcuffs/proc/attempt_to_cuff(mob/living/carbon/victim, mob/living/user)
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if(SEND_SIGNAL(victim, COMSIG_CARBON_CUFF_ATTEMPTED, user) & COMSIG_CARBON_CUFF_PREVENT)
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victim.balloon_alert(user, "can't be handcuffed!")
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return
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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(!isnull(victim.handcuffed))
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victim.balloon_alert(user, "already handcuffed!")
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return
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if(!victim.canBeHandcuffed())
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victim.balloon_alert(user, "can't be handcuffed!")
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return
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victim.visible_message(
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span_danger("[user] is trying to put [src] on [victim]!"),
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span_userdanger("[user] is trying to put [src] on you!"),
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)
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if(victim.is_blind())
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to_chat(victim, span_userdanger("As you feel someone grab your wrists, [src] start digging into your skin!"))
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playsound(loc, cuffsound, 30, TRUE, -2)
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log_combat(user, victim, "attempted to handcuff")
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if(HAS_TRAIT(user, TRAIT_FAST_CUFFING))
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handcuff_time_mod = 0.75
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else
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handcuff_time_mod = 1
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if(!do_after(user, handcuff_time * handcuff_time_mod, victim, timed_action_flags = IGNORE_SLOWDOWNS) || !victim.canBeHandcuffed())
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victim.balloon_alert(user, "failed to handcuff!")
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to_chat(user, span_warning("You fail to handcuff [victim]!"))
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log_combat(user, victim, "failed to handcuff")
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return
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apply_cuffs(victim, user, dispense = iscyborg(user))
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victim.visible_message(
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span_notice("[user] handcuffs [victim]."),
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span_userdanger("[user] handcuffs you."),
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)
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log_combat(user, victim, "successfully handcuffed")
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SSblackbox.record_feedback("tally", "handcuffs", 1, type)
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/**
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* When called, this instantly puts handcuffs on someone (if actually possible)
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*
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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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/**
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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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restraint_strength = HANDCUFFS_TYPE_WEAK
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resist_cooldown = CLICK_CD_SLOW
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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_red"
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color = CABLE_HEX_COLOR_RED
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///for generating the correct icons based off the original cable's color.
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var/cable_color = CABLE_COLOR_RED
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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= SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.75)
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breakouttime = 30 SECONDS
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cuffsound = 'sound/weapons/cablecuff.ogg'
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restraint_strength = HANDCUFFS_TYPE_WEAK
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/obj/item/restraints/handcuffs/cable/Initialize(mapload, new_color)
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. = ..()
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var/static/list/hovering_item_typechecks = list(
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/obj/item/stack/sheet/iron = list(
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SCREENTIP_CONTEXT_LMB = "Craft bola",
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),
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)
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AddElement(/datum/element/contextual_screentip_item_typechecks, hovering_item_typechecks)
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AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDCUFFED)
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if(new_color)
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set_cable_color(new_color)
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/bola, /datum/crafting_recipe/gonbola)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/restraints/handcuffs/cable/proc/set_cable_color(new_color)
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color = GLOB.cable_colors[new_color]
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cable_color = new_color
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update_appearance(UPDATE_ICON)
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/obj/item/restraints/handcuffs/cable/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, cable_color))
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set_cable_color(vval)
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datum_flags |= DF_VAR_EDITED
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return TRUE
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return ..()
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/obj/item/restraints/handcuffs/cable/update_icon_state()
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. = ..()
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if(cable_color)
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var/new_inhand_icon = "coil_[cable_color]"
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if(new_inhand_icon != inhand_icon_state)
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inhand_icon_state = new_inhand_icon //small memory optimization.
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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 = null
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cable_color = null
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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 = CABLE_HEX_COLOR_RED
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cable_color = CABLE_COLOR_RED
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inhand_icon_state = "coil_red"
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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 = CABLE_HEX_COLOR_YELLOW
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cable_color = CABLE_COLOR_YELLOW
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inhand_icon_state = "coil_yellow"
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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 =CABLE_HEX_COLOR_BLUE
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cable_color = CABLE_COLOR_BLUE
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inhand_icon_state = "coil_blue"
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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 = CABLE_HEX_COLOR_GREEN
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cable_color = CABLE_COLOR_GREEN
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inhand_icon_state = "coil_green"
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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 = CABLE_HEX_COLOR_PINK
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cable_color = CABLE_COLOR_PINK
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inhand_icon_state = "coil_pink"
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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 = CABLE_HEX_COLOR_ORANGE
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cable_color = CABLE_COLOR_ORANGE
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inhand_icon_state = "coil_orange"
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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 = CABLE_HEX_COLOR_CYAN
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cable_color = CABLE_COLOR_CYAN
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inhand_icon_state = "coil_cyan"
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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 = CABLE_HEX_COLOR_WHITE
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cable_color = CABLE_COLOR_WHITE
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inhand_icon_state = "coil_white"
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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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inhand_icon_state = "cuff_white"
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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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cable_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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/obj/item/restraints/handcuffs/cable/zipties/used/attack()
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return
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/**
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* # Fake Zipties
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*
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* One-use handcuffs that is very easy to break out of, meant as a one-use alternative to regular fake handcuffs.
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*/
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/obj/item/restraints/handcuffs/cable/zipties/fake
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name = "fake zipties"
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desc = "Fake zipties meant for gag purposes."
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breakouttime = 1 SECONDS
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resist_cooldown = CLICK_CD_SLOW
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/obj/item/restraints/handcuffs/cable/zipties/fake/used
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desc = "A pair of broken fake zipties."
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icon_state = "cuff_used"
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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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inhand_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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obj_flags = CONDUCTS_ELECTRICITY
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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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slot_flags = ITEM_SLOT_LEGCUFFED
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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/prearmed
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armed = TRUE
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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_REF(trap_stepped_on),
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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/living/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/trap_stepped_on(datum/source, atom/movable/entering, ...)
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SIGNAL_HANDLER
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spring_trap(entering)
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/**
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* Tries to spring the trap on the target movable.
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*
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* This proc is safe to call without knowing if the target is valid or if the trap is armed.
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*
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* Does not trigger on tiny mobs.
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* If ignore_movetypes is FALSE, does not trigger on floating / flying / etc. mobs.
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*/
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/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(atom/movable/target, ignore_movetypes = FALSE, hit_prone = FALSE)
|
|
if(!armed || !isturf(loc) || !isliving(target))
|
|
return
|
|
|
|
var/mob/living/victim = target
|
|
if(istype(victim.buckled, /obj/vehicle))
|
|
var/obj/vehicle/ridden_vehicle = victim.buckled
|
|
if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times.
|
|
close_trap()
|
|
ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src]."))
|
|
return
|
|
|
|
//don't close the trap if they're as small as a mouse
|
|
if(victim.mob_size <= MOB_SIZE_TINY)
|
|
return
|
|
if(!ignore_movetypes && (victim.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
|
|
return
|
|
|
|
close_trap()
|
|
if(ignore_movetypes)
|
|
victim.visible_message(span_danger("\The [src] ensnares [victim]!"), \
|
|
span_userdanger("\The [src] ensnares you!"))
|
|
else
|
|
victim.visible_message(span_danger("[victim] triggers \the [src]."), \
|
|
span_userdanger("You trigger \the [src]!"))
|
|
var/def_zone = BODY_ZONE_CHEST
|
|
if(iscarbon(victim) && (victim.body_position == STANDING_UP || hit_prone))
|
|
var/mob/living/carbon/carbon_victim = victim
|
|
def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
|
if(!carbon_victim.legcuffed && carbon_victim.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
|
|
INVOKE_ASYNC(carbon_victim, TYPE_PROC_REF(/mob/living/carbon, equip_to_slot), src, ITEM_SLOT_LEGCUFFED)
|
|
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
|
|
|
|
victim.apply_damage(trap_damage, BRUTE, def_zone)
|
|
|
|
/**
|
|
* # Energy snare
|
|
*
|
|
* This closes on people's legs.
|
|
*
|
|
* A weaker version of the bear trap that can be resisted out of faster and disappears
|
|
*/
|
|
/obj/item/restraints/legcuffs/beartrap/energy
|
|
name = "energy snare"
|
|
armed = 1
|
|
icon_state = "e_snare"
|
|
trap_damage = 0
|
|
breakouttime = 3 SECONDS
|
|
item_flags = DROPDEL
|
|
flags_1 = NONE
|
|
|
|
/obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload)
|
|
. = ..()
|
|
addtimer(CALLBACK(src, PROC_REF(dissipate)), 10 SECONDS)
|
|
|
|
/**
|
|
* Handles energy snares disappearing
|
|
*
|
|
* If the snare isn't closed on anyone, it will disappear in a shower of sparks.
|
|
* Arguments:
|
|
*/
|
|
/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
|
|
if(!ismob(loc))
|
|
do_sparks(1, TRUE, src)
|
|
qdel(src)
|
|
|
|
/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers)
|
|
spring_trap(user)
|
|
return ..()
|
|
|
|
/obj/item/restraints/legcuffs/beartrap/energy/cyborg
|
|
breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint
|
|
|
|
/obj/item/restraints/legcuffs/bola
|
|
name = "bola"
|
|
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."
|
|
icon_state = "bola"
|
|
icon_state_preview = "bola_preview"
|
|
inhand_icon_state = "bola"
|
|
lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi'
|
|
breakouttime = 3.5 SECONDS//easy to apply, easy to break out of
|
|
gender = NEUTER
|
|
///Amount of time to knock the target down for once it's hit in deciseconds.
|
|
var/knockdown = 0
|
|
|
|
/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)
|
|
if(!..())
|
|
return
|
|
playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE)
|
|
|
|
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
|
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
|
|
return//abort
|
|
ensnare(hit_atom)
|
|
|
|
/**
|
|
* Attempts to legcuff someone with the bola
|
|
*
|
|
* Arguments:
|
|
* * C - the carbon that we will try to ensnare
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
|
|
if(!C.legcuffed && C.num_legs >= 2)
|
|
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_COMMAND * 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(hit_atom, ignore_movetypes = TRUE, hit_prone = TRUE)
|
|
if(B.loc != hit_atom)
|
|
qdel(B)
|
|
qdel(src)
|
|
|
|
/**
|
|
* A pacifying variant of the bola.
|
|
*
|
|
* It's much harder to remove, doesn't cause a slowdown and gives people /datum/status_effect/gonbola_pacify.
|
|
*/
|
|
/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"
|
|
icon_state_preview = "gonbola_preview"
|
|
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(/datum/status_effect/gonbola_pacify)
|
|
|
|
/obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user)
|
|
. = ..()
|
|
if(effectReference)
|
|
QDEL_NULL(effectReference)
|
|
|
|
#undef HANDCUFFS_TYPE_WEAK
|
|
#undef HANDCUFFS_TYPE_STRONG
|