mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-30 11:01:35 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
377 lines
15 KiB
Plaintext
377 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_danger("Wait a second... you just looked at your own [src.name]!"))
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addtimer(CALLBACK(src, .proc/selfGottem, owner), 10)
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else
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to_chat(sucker, span_danger("Wait a second... was that a-"))
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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_danger("[owner] shamefully bops [owner.p_them()]self with [owner.p_their()] [src.name]."), span_userdanger("You shamefully bop yourself with your [src.name]."), \
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span_hear("You hear a dull thud!"))
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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_warning("Nevermind... must've been your imagination..."))
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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_notice("Phew... you moved away before [owner] noticed you saw [owner.p_their()] [src.name]..."))
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return
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to_chat(owner, span_warning("[sucker] looks down at your [src.name] before trying to avert [sucker.p_their()] eyes, but it's too late!"))
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to_chat(sucker, span_danger("<b>[owner] sees the fear in your eyes as you try to look away from [owner.p_their()] [src.name]!</b>"))
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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_danger("[owner] bops [sucker] with [owner.p_their()] [src.name] much harder than intended, sending [sucker.p_them()] flying!"), \
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span_danger("You bop [sucker] with your [src.name] much harder than intended, sending [sucker.p_them()] flying!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=list(sucker))
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to_chat(sucker, span_userdanger("[owner] bops you incredibly hard with [owner.p_their()] [src.name], sending you flying!"))
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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_danger("[owner] bops [sucker] with [owner.p_their()] [src.name]!"), span_danger("You bop [sucker] with your [src.name]!"), \
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span_hear("You hear a dull thud!"), 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_userdanger("[owner] bops you with [owner.p_their()] [src.name]!"))
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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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if(user.zone_selected == BODY_ZONE_HEAD || user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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user.visible_message(span_danger("[user] slaps [M] in the face!"),
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span_notice("You slap [M] in the face!"),\
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span_hear("You hear a slap."))
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else
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user.visible_message(span_danger("[user] slaps [M]!"),
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span_notice("You slap [M]!"),\
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span_hear("You hear a slap."))
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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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SEND_SIGNAL(user, COMSIG_LIVING_SLAM_TABLE, the_table)
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SEND_SIGNAL(the_table, COMSIG_TABLE_SLAMMED, 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_danger("[user] slams [user.p_their()] fist down on [the_table]!")]</b>", "<b>[span_danger("You slam your fist down on [the_table]!")]</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_notice("[user] slaps [user.p_their()] hand on [the_table]."), span_notice("You slap your hand on [the_table]."), 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_warning("You don't think you can give this a noogie!"))
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return
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You can't bring yourself to noogie [target]! You don't want to risk harming anyone..."))
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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_warning("You can't noogie [target], [target.p_they()] [target.p_have()] no skin on [target.p_their()] head!"))
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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_danger("[user] begins giving [target] a [message_others]!"), span_warning("You start giving [target] a [message_others]!"), vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target)
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to_chat(target, span_userdanger("[user] starts giving you a [message_target]!"))
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if(!do_after(user, 1.5 SECONDS, target))
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to_chat(user, span_warning("You fail to give [target] a noogie!"))
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to_chat(target, span_danger("[user] fails to give you a noogie!"))
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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_warning("You're too tired to continue giving [target] a noogie!"))
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to_chat(target, span_danger("[user] is too tired to continue giving you a noogie!"))
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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_danger("[user] continues noogie'ing [target]!"), span_warning("You continue giving [target] a noogie!"), vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target)
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to_chat(target, span_userdanger("[user] continues giving you a noogie!"))
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if(!do_after(user, 1 SECONDS + (iteration * 2), target))
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to_chat(user, span_warning("You fail to give [target] a noogie!"))
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to_chat(target, span_danger("[user] fails to give you a noogie!"))
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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_notice("You blow \a [blown_kiss] at [target]!"))
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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/Impact(atom/A)
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if(!nodamage || !isliving(A)) // if we do damage or we hit a nonliving thing, we don't have to worry about a harmless hit because we can't wrongly do damage anyway
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return ..()
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harmless_on_hit(A)
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qdel(src)
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return FALSE
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/**
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* To get around shielded hardsuits & such being set off by kisses when they shouldn't, we take a page from hallucination projectiles
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* and simply fake our on hit effects. This lets kisses remain incorporeal without having to make some new trait for this one niche situation.
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* This fake hit only happens if we can deal damage and if we hit a living thing. Otherwise, we just do normal on hit effects.
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*/
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/obj/projectile/kiss/proc/harmless_on_hit(mob/living/living_target)
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playsound(get_turf(living_target), hitsound, 100, TRUE)
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living_target.visible_message(span_danger("[living_target] is hit by \a [src]."), span_userdanger("You're hit by \a [src]!"), vision_distance=COMBAT_MESSAGE_RANGE)
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try_fluster(living_target)
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/obj/projectile/kiss/proc/try_fluster(mob/living/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(living_target, TRAIT_ANXIOUS) || (living_target.stat > SOFT_CRIT))
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return
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if(HAS_TRAIT(living_target, TRAIT_FEARLESS) || prob(50)) // 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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living_target.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(living_target, /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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living_target.stuttering += rand(5, 15)
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if(3)
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other_msg = "locks up with a stunned look on [living_target.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 at [firer ? "[firer]" : "the ceiling"] for what feels like an eternity!"
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living_target.face_atom(firer)
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living_target.Stun(rand(3 SECONDS, 8 SECONDS))
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living_target.visible_message("<b>[living_target]</b> [other_msg]", "<span class='userdanger'>Whoa! [self_msg]<span>")
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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(isliving(target))
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try_fluster(target)
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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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. = ..()
|
|
if(!iscarbon(target))
|
|
return
|
|
var/mob/living/carbon/heartbreakee = target
|
|
var/obj/item/organ/heart/dont_go_breakin_my_heart = heartbreakee.getorganslot(ORGAN_SLOT_HEART)
|
|
dont_go_breakin_my_heart.applyOrganDamage(999)
|