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* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981) * Process procs now properly use deltatime when implementing rates, timers and probabilities * Review fixes * Geiger counters cleanup Made hardsuit geiger code more similar to geiger counter code Geiger counters are more responsive now * Moved SS*_DT defines to subsystems.dm * Rebase fix * Redefined the SS*_DT defines to use the subsystem wait vars * Implemented suggested changes by @AnturK * Commented /datum/proc/process about the deltatime stuff * Send delta_time as a process parameter instead of the defines Also DTfied acid_processing * Dtfied new acid component * Process procs now properly utilize deltatime when implementing rates, timers and probabilities Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
131 lines
5.4 KiB
Plaintext
131 lines
5.4 KiB
Plaintext
/obj/item/reverse_bear_trap
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name = "reverse bear trap"
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desc = "A horrifying set of shut metal jaws, rigged to a kitchen timer and secured by padlock to a head-mounted clamp. To apply, hit someone with it."
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icon = 'icons/obj/device.dmi'
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icon_state = "reverse_bear_trap"
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slot_flags = ITEM_SLOT_HEAD
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flags_1 = CONDUCT_1
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resistance_flags = FIRE_PROOF | UNACIDABLE
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w_class = WEIGHT_CLASS_NORMAL
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obj_integrity = 300
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max_integrity = 300
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inhand_icon_state = "rack_parts"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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var/ticking = FALSE
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var/time_left = 60 //seconds remaining until pop
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var/escape_chance = 0 //chance per "fiddle" to get the trap off your head
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var/struggling = FALSE
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var/time_since_last_beep = 0
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var/datum/looping_sound/reverse_bear_trap/soundloop
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var/datum/looping_sound/reverse_bear_trap_beep/soundloop2
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/obj/item/reverse_bear_trap/Initialize()
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. = ..()
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soundloop = new(list(src))
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soundloop2 = new(list(src))
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/obj/item/reverse_bear_trap/Destroy()
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QDEL_NULL(soundloop)
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QDEL_NULL(soundloop2)
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/reverse_bear_trap/process(delta_time)
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if(!ticking)
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return
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time_left -= delta_time
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soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
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if(time_left <= 0 || !isliving(loc))
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playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
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soundloop.stop()
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soundloop2.stop()
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to_chat(loc, "<span class='userdanger'>*ding*</span>")
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addtimer(CALLBACK(src, .proc/snap), 2)
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/obj/item/reverse_bear_trap/attack_hand(mob/user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.get_item_by_slot(ITEM_SLOT_HEAD) == src)
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if(HAS_TRAIT_FROM(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT) && !struggling)
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struggling = TRUE
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var/fear_string
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switch(time_left)
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if(0 to 5)
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fear_string = "agonizingly"
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if(5 to 20)
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fear_string = "desperately"
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if(20 to 40)
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fear_string = "panickedly"
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if(40 to 50)
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fear_string = "shakily"
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if(50 to 60)
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fear_string = ""
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C.visible_message("<span class='danger'>[C] fiddles with and pulls at [src]...</span>", \
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"<span class='danger'>You [fear_string] try to pull at [src]...</span>", "<i>You hear clicking and ticking.</i>")
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if(!do_after(user, 20, target = src))
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struggling = FALSE
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return
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if(!prob(escape_chance))
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to_chat(user, "<span class='warning'>It doesn't budge!</span>")
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escape_chance++
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else
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user.visible_message("<span class='warning'>The lock on [user]'s [name] pops open!</span>", \
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"<span class='userdanger'>You force open the padlock!</span>", "<i>You hear a single, pronounced click!</i>")
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REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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struggling = FALSE
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return
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..()
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/obj/item/reverse_bear_trap/attack(mob/living/target, mob/living/user)
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if(target.get_item_by_slot(ITEM_SLOT_HEAD))
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to_chat(user, "<span class='warning'>Remove [target.p_their()] headgear first!</span>")
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return
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target.visible_message("<span class='warning'>[user] starts forcing [src] onto [target]'s head!</span>", \
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"<span class='userdanger'>[target] starts forcing [src] onto your head!</span>", "<i>You hear clanking.</i>")
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to_chat(user, "<span class='danger'>You start forcing [src] onto [target]'s head...</span>")
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if(!do_after(user, 30, target = target) || target.get_item_by_slot(ITEM_SLOT_HEAD))
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return
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target.visible_message("<span class='warning'>[user] forces and locks [src] onto [target]'s head!</span>", \
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"<span class='userdanger'>[target] locks [src] onto your head!</span>", "<i>You hear a click, and then a timer ticking down.</i>")
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to_chat(user, "<span class='danger'>You force [src] onto [target]'s head and click the padlock shut.</span>")
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user.dropItemToGround(src)
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target.equip_to_slot_if_possible(src, ITEM_SLOT_HEAD)
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arm()
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notify_ghosts("[user] put a reverse bear trap on [target]!", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/beep.ogg', notify_volume = 75, header = "Reverse bear trap armed")
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/obj/item/reverse_bear_trap/proc/snap()
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reset()
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var/mob/living/carbon/human/H = loc
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if(!istype(H) || H.get_item_by_slot(ITEM_SLOT_HEAD) != src)
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visible_message("<span class='warning'>[src]'s jaws snap open with an ear-piercing crack!</span>")
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playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
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else
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var/mob/living/carbon/human/jill = loc
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jill.visible_message("<span class='boldwarning'>[src] goes off in [jill]'s mouth, ripping [jill.p_their()] head apart!</span>", "<span class='userdanger'>[src] goes off!</span>")
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jill.emote("scream")
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playsound(src, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
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playsound(src, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
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jill.apply_damage(9999, BRUTE, BODY_ZONE_HEAD)
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jill.death() //just in case, for some reason, they're still alive
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flash_color(jill, flash_color = "#FF0000", flash_time = 100)
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/obj/item/reverse_bear_trap/proc/reset()
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ticking = FALSE
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REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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soundloop.stop()
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soundloop2.stop()
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/reverse_bear_trap/proc/arm() //hulen
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ticking = TRUE
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escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
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time_left = initial(time_left)
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ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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soundloop.start()
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soundloop2.mid_length = initial(soundloop2.mid_length)
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soundloop2.start()
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START_PROCESSING(SSprocessing, src)
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