Files
Bubberstation/code/modules/paperwork/pen.dm
san7890 9ec97d594c Retools renamedByPlayer into TRAIT_WAS_RENAMED (#80013)
## About The Pull Request

On the tin, this lived on the `/obj` level and polluted a lot of stuff
even though only a very small fraction of stuff actually leveraged it.
Let's make it a trait for that boolean-like behavior so I can be happier
scrolling through view-variables with less non-necessary things.

I wish we could tie it to unique sources but that whole drinking glass
thing makes me suspicious of weirder things so I think the way we do it
(source being a `REF()` to the thing itself) is probably fine enough for
the time being.
## Why It's Good For The Game

Same behavior one can expect but just a bit cleaner on the backend.
## Changelog
Nothing that particularly concerns players.
2023-11-30 13:03:34 -08:00

589 lines
21 KiB
Plaintext

/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
*/
/*
* Pens
*/
/obj/item/pen
desc = "It's a normal black ink pen."
name = "pen"
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
var/colour = "#000000" //what colour the ink is!
var/degrees = 0
var/font = PEN_FONT
var/requires_gravity = TRUE // can you use this to write in zero-g
embedding = list(embed_chance = 50)
sharpness = SHARP_POINTY
var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
var/dart_insert_casing_icon_state = "overlay_pen"
var/dart_insert_projectile_icon_state = "overlay_pen_proj"
/obj/item/pen/Initialize(mapload)
. = ..()
AddComponent(/datum/component/dart_insert, \
dart_insert_icon, \
dart_insert_casing_icon_state, \
dart_insert_icon, \
dart_insert_projectile_icon_state, \
CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
)
RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
SIGNAL_HANDLER
/obj/item/pen/proc/get_dart_var_modifiers()
return list(
"damage" = max(5, throwforce),
"speed" = max(0, throw_speed - 3),
"embedding" = embedding,
"armour_penetration" = armour_penetration,
"wound_bonus" = wound_bonus,
"bare_wound_bonus" = bare_wound_bonus,
"demolition_mod" = demolition_mod,
)
/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
SIGNAL_HANDLER
/obj/item/pen/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku..."))
return BRUTELOSS
/obj/item/pen/blue
desc = "It's a normal blue ink pen."
icon_state = "pen_blue"
colour = "#0000FF"
/obj/item/pen/red
desc = "It's a normal red ink pen."
icon_state = "pen_red"
colour = "#FF0000"
throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
/obj/item/pen/invisible
desc = "It's an invisible pen marker."
icon_state = "pen"
colour = "#FFFFFF"
/obj/item/pen/fourcolor
desc = "It's a fancy four-color ink pen, set to black."
name = "four-color pen"
icon_state = "pen_4color"
colour = "#000000"
/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
. = ..()
var/chosen_color = "black"
switch(colour)
if("#000000")
colour = "#FF0000"
chosen_color = "red"
throw_speed++
if("#FF0000")
colour = "#00FF00"
chosen_color = "green"
throw_speed--
if("#00FF00")
colour = "#0000FF"
chosen_color = "blue"
else
colour = "#000000"
to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
desc = "It's a fancy four-color ink pen, set to [chosen_color]."
/obj/item/pen/fountain
name = "fountain pen"
desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
icon_state = "pen-fountain"
font = FOUNTAIN_PEN_FONT
requires_gravity = FALSE // fancy spess pens
dart_insert_casing_icon_state = "overlay_fountainpen"
dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
/obj/item/pen/charcoal
name = "charcoal stylus"
desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
icon_state = "pen-charcoal"
colour = "#696969"
font = CHARCOAL_FONT
custom_materials = null
grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
requires_gravity = FALSE // this is technically a pencil
/datum/crafting_recipe/charcoal_stylus
name = "Charcoal Stylus"
result = /obj/item/pen/charcoal
reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
time = 3 SECONDS
category = CAT_TOOLS
/obj/item/pen/fountain/captain
name = "captain's fountain pen"
desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
icon_state = "pen-fountain-o"
force = 5
throwforce = 5
throw_speed = 4
colour = "#DC143C"
custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
sharpness = SHARP_EDGED
resistance_flags = FIRE_PROOF
unique_reskin = list(
"Oak" = "pen-fountain-o",
"Gold" = "pen-fountain-g",
"Rosewood" = "pen-fountain-r",
"Black and Silver" = "pen-fountain-b",
"Command Blue" = "pen-fountain-cb"
)
embedding = list("embed_chance" = 75)
dart_insert_casing_icon_state = "overlay_fountainpen_gold"
dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
var/list/overlay_reskin = list(
"Oak" = "overlay_fountainpen_gold",
"Gold" = "overlay_fountainpen_gold",
"Rosewood" = "overlay_fountainpen_gold",
"Black and Silver" = "overlay_fountainpen",
"Command Blue" = "overlay_fountainpen_gold"
)
/obj/item/pen/fountain/captain/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 20 SECONDS, \
effectiveness = 115, \
)
//the pen is mightier than the sword
RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
/obj/item/pen/fountain/captain/reskin_obj(mob/M)
..()
if(current_skin)
desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp)
if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
return
insert_comp.casing_overlay_icon_state = overlay_reskin[current_skin]
insert_comp.projectile_overlay_icon_state = "[overlay_reskin[current_skin]]_proj"
/obj/item/pen/attack_self(mob/living/carbon/user)
. = ..()
if(.)
return
if(loc != user)
to_chat(user, span_warning("You must be holding the pen to continue!"))
return
var/deg = tgui_input_number(user, "What angle would you like to rotate the pen head to? (0-360)", "Rotate Pen Head", max_value = 360)
if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
return
degrees = deg
to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
/obj/item/pen/attack(mob/living/M, mob/user, params)
if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
return ..()
if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
return FALSE
to_chat(user, span_warning("You stab [M] with the pen."))
to_chat(M, span_danger("You feel a tiny prick!"))
log_combat(user, M, "stabbed", src)
return TRUE
/obj/item/pen/afterattack(obj/O, mob/living/user, proximity)
. = ..()
if (!proximity)
return .
. |= AFTERATTACK_PROCESSED_ITEM
//Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set
if(isobj(O) && (O.obj_flags & UNIQUE_RENAME))
var/penchoice = tgui_input_list(user, "What would you like to edit?", "Pen Setting", list("Rename", "Description", "Reset"))
if(QDELETED(O) || !user.can_perform_action(O))
return
if(penchoice == "Rename")
var/input = tgui_input_text(user, "What do you want to name [O]?", "Object Name", "[O.name]", MAX_NAME_LEN)
var/oldname = O.name
if(QDELETED(O) || !user.can_perform_action(O))
return
if(input == oldname || !input)
to_chat(user, span_notice("You changed [O] to... well... [O]."))
else
O.AddComponent(/datum/component/rename, input, O.desc)
var/datum/component/label/label = O.GetComponent(/datum/component/label)
if(label)
label.remove_label()
label.apply_label()
to_chat(user, span_notice("You have successfully renamed \the [oldname] to [O]."))
ADD_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
O.update_appearance(UPDATE_ICON)
if(penchoice == "Description")
var/input = tgui_input_text(user, "Describe [O]", "Description", "[O.desc]", 280)
var/olddesc = O.desc
if(QDELETED(O) || !user.can_perform_action(O))
return
if(input == olddesc || !input)
to_chat(user, span_notice("You decide against changing [O]'s description."))
else
O.AddComponent(/datum/component/rename, O.name, input)
to_chat(user, span_notice("You have successfully changed [O]'s description."))
ADD_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
O.update_appearance(UPDATE_ICON)
if(penchoice == "Reset")
if(QDELETED(O) || !user.can_perform_action(O))
return
qdel(O.GetComponent(/datum/component/rename))
//reapply any label to name
var/datum/component/label/label = O.GetComponent(/datum/component/label)
if(label)
label.remove_label()
label.apply_label()
to_chat(user, span_notice("You have successfully reset [O]'s name and description."))
REMOVE_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
O.update_appearance(UPDATE_ICON)
/obj/item/pen/get_writing_implement_details()
return list(
interaction_mode = MODE_WRITING,
font = font,
color = colour,
use_bold = FALSE,
)
/*
* Sleepypens
*/
/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
. = ..()
if(!.)
return
if(!reagents.total_volume)
return
if(!M.reagents)
return
reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
/obj/item/pen/sleepy/Initialize(mapload)
. = ..()
create_reagents(45, OPENCONTAINER)
reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/obj/projectile/proj = dart.loaded_projectile
RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
SIGNAL_HANDLER
var/mob/living/carbon/carbon_target = target
if(!istype(carbon_target) || blocked == 100)
return
if(carbon_target.can_inject(target_zone = hit_limb))
reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
/*
* (Alan) Edaggers
*/
/obj/item/pen/edagger
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_POINTY
armour_penetration = 20
bare_wound_bonus = 10
item_flags = NO_BLOOD_ON_ITEM
light_system = MOVABLE_LIGHT
light_range = 1.5
light_power = 0.75
light_color = COLOR_SOFT_RED
light_on = FALSE
dart_insert_projectile_icon_state = "overlay_edagger"
/// The real name of our item when extended.
var/hidden_name = "energy dagger"
/// The real desc of our item when extended.
var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
/// The real icons used when extended.
var/hidden_icon = "edagger"
/obj/item/pen/edagger/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 6 SECONDS, \
butcher_sound = 'sound/weapons/blade1.ogg', \
)
AddComponent( \
/datum/component/transforming, \
force_on = 18, \
throwforce_on = 35, \
throw_speed_on = 4, \
sharpness_on = SHARP_EDGED, \
w_class_on = WEIGHT_CLASS_NORMAL, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
transform_comp.do_transform(src, user)
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
. = ..()
if(istype(dart))
UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
if(istype(projectile))
UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
/obj/item/pen/edagger/get_dart_var_modifiers()
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
.["damage"] = max(5, transform_comp.throwforce_on)
.["speed"] = max(0, transform_comp.throw_speed_on - 3)
var/list/embed_params = .["embedding"]
embed_params["embed_chance"] = 100
/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberon.ogg', 5, TRUE)
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
source.hitsound = transform_comp.hitsound_on
source.set_light(light_range, light_power, light_color, l_on = TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
playsound(new_casing, 'sound/weapons/saberoff.ogg', 5, TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
victim.visible_message(
message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from [victim]!"),
self_message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from you!"),
blind_message = span_warning("You hear an energy blade retract!"),
vision_distance = 1
)
/obj/item/pen/edagger/suicide_act(mob/living/user)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
else
user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
attack_self(user)
return BRUTELOSS
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Handles swapping their icon files to edagger related icon files -
* as they're supposed to look like a normal pen.
*/
/obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
name = hidden_name
desc = hidden_desc
icon_state = hidden_icon
inhand_icon_state = hidden_icon
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
embedding = list(embed_chance = 100) // Rule of cool
else
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
inhand_icon_state = initial(inhand_icon_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
embedding = list(embed_chance = EMBED_CHANCE)
updateEmbedding()
if(user)
balloon_alert(user, "[hidden_name] [active ? "active" : "concealed"]")
playsound(src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
set_light_on(active)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data)
SIGNAL_HANDLER
LAZYADD(extra_data[DETSCAN_CATEGORY_ILLEGAL], "Hard-light generator detected.")
/obj/item/pen/survival
name = "survival pen"
desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "digging_pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
force = 3
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/diamond=SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation.
toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
font = FOUNTAIN_PEN_FONT
colour = "#0000FF"
dart_insert_casing_icon_state = "overlay_survivalpen"
dart_insert_projectile_icon_state = "overlay_survivalpen_proj"
/obj/item/pen/survival/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/survival/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/survival/proc/on_dart_hit(obj/projectile/source, atom/movable/firer, atom/target)
var/turf/target_turf = get_turf(target)
if(!target_turf)
target_turf = get_turf(src)
if(ismineralturf(target_turf))
var/turf/closed/mineral/mineral_turf = target_turf
mineral_turf.gets_drilled(firer, TRUE)
/obj/item/pen/destroyer
name = "Fine Tipped Pen"
desc = "A pen with an infinitly sharpened tip. Capable of striking the weakest point of a strucutre or robot and annihilating it instantly. Good at putting holes in people too."
force = 5
wound_bonus = 100
demolition_mod = 9000
// screwdriver pen!
/obj/item/pen/screwdriver
desc = "A pen with an extendable screwdriver tip. This one has a yellow cap."
icon_state = "pendriver"
toolspeed = 1.2 // gotta have some downside
dart_insert_projectile_icon_state = "overlay_pendriver"
/obj/item/pen/screwdriver/get_all_tool_behaviours()
return list(TOOL_SCREWDRIVER)
/obj/item/pen/screwdriver/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
throwforce_on = 5, \
w_class_on = WEIGHT_CLASS_SMALL, \
sharpness_on = TRUE, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(toggle_screwdriver))
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/pen/screwdriver/proc/toggle_screwdriver(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(user)
balloon_alert(user, active ? "extended" : "retracted")
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
if(!active)
tool_behaviour = initial(tool_behaviour)
RemoveElement(/datum/element/eyestab)
else
tool_behaviour = TOOL_SCREWDRIVER
AddElement(/datum/element/eyestab)
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/screwdriver/update_icon_state()
. = ..()
icon_state = "[initial(icon_state)][HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? "_out" : null]"
inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.
//The Security holopen
/obj/item/pen/red/security
name = "security pen"
desc = "This is a red ink pen exclusively provided to members of the Security Department. Its opposite end features a built-in holographic projector designed for issuing arrest prompts to individuals."
icon_state = "pen_sec"
COOLDOWN_DECLARE(holosign_cooldown)
/obj/item/pen/red/security/examine(mob/user)
. = ..()
. += span_notice("To initiate the surrender prompt, simply click on an individual within your proximity.")
//Code from the medical penlight
/obj/item/pen/red/security/afterattack(atom/target, mob/living/user, proximity)
. = ..()
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return
var/target_turf = get_turf(target)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return
living_target.apply_status_effect(/datum/status_effect/surrender_timed)
to_chat(living_target, span_userdanger("[user] requests your immediate surrender! You are given 30 seconds to comply!"))
new /obj/effect/temp_visual/security_holosign(target_turf, user) //produce a holographic glow
COOLDOWN_START(src, holosign_cooldown, 30 SECONDS)
/obj/effect/temp_visual/security_holosign
name = "security holosign"
desc = "A small holographic glow that indicates you're under arrest."
icon_state = "sec_holo"
duration = 60
/obj/effect/temp_visual/security_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/chime.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message(span_danger("[creator] created a security hologram!"))