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https://github.com/Bubberstation/Bubberstation.git
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This means they're included into the rsc and sent out althogh almost all of these files were already included elsewhere. Also DM will yell if the file couldn't be found for whatever reason like if someone moves or renames it. I left out some file types for various reasons dmis used in overlays: I have another pr I'll do later which will fix all of them and I don't want to conflict with myself text files: they would get included in the rsc, which is completely unnecessary. However they're small, so they might be worth including anyway
154 lines
5.2 KiB
Plaintext
154 lines
5.2 KiB
Plaintext
//////Kitchen Spike
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#define VIABLE_MOB_CHECK(X) (isliving(X) && !issilicon(X) && !isbot(X))
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = 1
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anchored = 0
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obj_integrity = 200
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max_integrity = 200
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(default_unfasten_wrench(user, I))
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return
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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user << "<span class='notice'>You add spikes to the frame.</span>"
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var/obj/F = new /obj/structure/kitchenspike(src.loc)
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transfer_fingerprints_to(F)
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qdel(src)
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else if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = I
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if(!WT.remove_fuel(0, user))
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return
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user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
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playsound(src.loc, WT.usesound, 40, 1)
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if(do_after(user, 40*WT.toolspeed, 1, target = src))
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if(!WT.isOn())
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return
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playsound(src.loc, WT.usesound, 50, 1)
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visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
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"<span class='notice'>You cut \the [src] apart with \the [WT].</span>",
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"<span class='italics'>You hear welding.</span>")
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new /obj/item/stack/sheet/metal(src.loc, 4)
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qdel(src)
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return
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else
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return ..()
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/obj/structure/kitchenspike
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name = "meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals"
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density = 1
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anchored = 1
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buckle_lying = 0
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can_buckle = 1
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obj_integrity = 250
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max_integrity = 250
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/obj/structure/kitchenspike/attack_paw(mob/user)
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return src.attack_hand(usr)
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/obj/structure/kitchenspike/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/crowbar))
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if(!has_buckled_mobs())
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playsound(loc, I.usesound, 100, 1)
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if(do_after(user, 20*I.toolspeed, target = src))
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user << "<span class='notice'>You pry the spikes out of the frame.</span>"
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deconstruct(TRUE)
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else
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user << "<span class='notice'>You can't do that while something's on the spike!</span>"
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else
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return ..()
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/obj/structure/kitchenspike/attack_hand(mob/user)
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if(VIABLE_MOB_CHECK(user.pulling) && user.a_intent == INTENT_GRAB && !has_buckled_mobs())
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var/mob/living/L = user.pulling
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if(do_mob(user, src, 120))
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if(has_buckled_mobs()) //to prevent spam/queing up attacks
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return
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if(L.buckled)
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return
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if(user.pulling != L)
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return
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playsound(src.loc, 'sound/effects/splat.ogg', 25, 1)
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.loc = src.loc
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L.emote("scream")
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.setDir(2)
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buckle_mob(L, force=1)
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var/matrix/m180 = matrix(L.transform)
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m180.Turn(180)
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animate(L, transform = m180, time = 3)
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L.pixel_y = L.get_standard_pixel_y_offset(180)
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else if (has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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user_unbuckle_mob(L, user)
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else
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..()
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
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if(buckled_mob)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message(\
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"[user.name] tries to pull [M.name] free of the [src]!",\
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"<span class='notice'>[user.name] is trying to pull you off the [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message(\
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"[user.name] fails to free [M.name]!",\
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"<span class='notice'>[user.name] fails to pull you off of the [src].</span>")
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return
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else
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M.visible_message(\
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"<span class='warning'>[M.name] struggles to break free from the [src]!</span>",\
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"<span class='notice'>You struggle to break free from the [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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M << "<span class='warning'>You fail to free yourself!</span>"
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return
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if(!M.buckled)
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return
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of the [src]!</span>"))
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unbuckle_mob(M,force=1)
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M.emote("scream")
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M.AdjustWeakened(10)
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/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
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if(disassembled)
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var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
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transfer_fingerprints_to(F)
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else
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new /obj/item/stack/sheet/metal(src.loc, 4)
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new /obj/item/stack/rods(loc, 4)
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qdel(src)
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#undef VIABLE_MOB_CHECK
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