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## About The Pull Request Renames m_intent to move_intent and moves it to the living level renames tod to station_timestamp_timeofdeath removes stun_absorption and see_override as one was unused and the other was never actually implemented ## Why It's Good For The Game Many vars on the mob and living level were intended to be on the living and carbon level, but weren't for one reason or another. Generally it was out of laziness to ensure the mobs being checked for these vars were the intended mobs, and there's some todo comments on how they want it changed in the future, though it never happened. I'm hoping to get these all down in the future, I originally wanted to move ``stat`` from mob to living but it had hundreds of errors so I didn't want to do it all here. ## Changelog Nothing player-facing.
237 lines
7.7 KiB
Plaintext
237 lines
7.7 KiB
Plaintext
/obj/item/assembly/mousetrap
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name = "mousetrap"
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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inhand_icon_state = "mousetrap"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
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attachable = TRUE
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var/armed = FALSE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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var/obj/item/host = null
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var/turf/host_turf = null
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/**
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* update_host: automatically setup host and host_turf
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*
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* Arguments:
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* * force: Re-register signals even if the host or loc is unchanged
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*/
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/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
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var/obj/item/newhost
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// Pick the first valid object in this list:
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// Wiring datum's owner
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// assembly holder's attached object
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// assembly holder itself
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// us
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newhost = connected?.holder || holder?.master || holder || src
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// ok look
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// previously this wasn't working and thus no concern, but I made mousetraps work with wires
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// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
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// and as a consequence, you can put a mousetrap in door wires and it will be set off
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// the first time someone walks through a door (enters the door's loc)
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// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
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// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
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// other assemblies could be made to do something similar instead.
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// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
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// and (whether reasonable or not) mousetraps that do this do still trigger wires
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// the point is for now step-on-mousetrap mode should only work on items
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// maybe it should never have been an assembly in the first place.
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// tl;dr only trigger step-on mode if the host is an item
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if(!istype(newhost,/obj/item))
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = src
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return
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// If host changed
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if((newhost != host) || force)
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = newhost
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RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
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// If host moved
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if((host_turf != host.loc) || force)
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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if(isturf(host.loc))
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host_turf = host.loc
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RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
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else
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host_turf = null
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/obj/item/assembly/mousetrap/holder_movement()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/Initialize(mapload)
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. = ..()
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update_host(force = TRUE)
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/obj/item/assembly/mousetrap/examine(mob/user)
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. = ..()
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. += span_notice("The pressure plate is [armed?"primed":"safe"].")
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/obj/item/assembly/mousetrap/activate()
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if(..())
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armed = !armed
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
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pulse()
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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/obj/item/assembly/mousetrap/update_icon_state()
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icon_state = "mousetrap[armed ? "armed" : ""]"
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return ..()
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/obj/item/assembly/mousetrap/update_icon(updates=ALL)
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. = ..()
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holder?.update_icon(updates)
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/obj/item/assembly/mousetrap/on_attach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/on_detach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
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if(!armed)
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return
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armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
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update_appearance()
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/victim = target
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if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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return FALSE
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switch(type)
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if("feet")
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if(!victim.shoes)
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affecting = victim.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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victim.Paralyze(60)
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else
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to_chat(victim, span_notice("Your [victim.shoes] protects you from [src]."))
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if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
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if(!victim.gloves)
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affecting = victim.get_bodypart(type)
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victim.Stun(60)
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else
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to_chat(victim, span_notice("Your [victim.gloves] protects you from [src]."))
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if(affecting)
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if(affecting.receive_damage(1, 0))
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victim.update_damage_overlays()
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else if(ismouse(target))
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var/mob/living/basic/mouse/splatted = target
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visible_message(span_boldannounce("SPLAT!"))
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splatted.splat() // mousetraps are instadeath for mice
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else if(isregalrat(target))
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visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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/**
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* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
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*
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* Arguments:
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* * user: The mob handling the trap
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*/
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/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
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if(!armed)
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return FALSE
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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return TRUE
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return FALSE
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/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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to_chat(user, span_notice("You arm [src]."))
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else
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if(clumsy_check(user))
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return
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to_chat(user, span_notice("You disarm [src]."))
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armed = !armed
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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// Clumsy check only
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
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if(clumsy_check(user))
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return
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return ..()
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/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
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SIGNAL_HANDLER
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if(armed)
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if(ismob(AM))
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var/mob/MM = AM
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if(!(MM.movement_type & FLYING))
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.move_intent == MOVE_INTENT_RUN)
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INVOKE_ASYNC(src, PROC_REF(triggered), H)
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H.visible_message(span_warning("[H] accidentally steps on [src]."), \
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span_warning("You accidentally step on [src]"))
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else if(ismouse(MM) || isregalrat(MM))
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INVOKE_ASYNC(src, PROC_REF(triggered), MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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INVOKE_ASYNC(src, PROC_REF(triggered), AM)
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/obj/item/assembly/mousetrap/on_found(mob/finder)
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if(armed)
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if(finder)
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finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
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return TRUE //end the search!
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else
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visible_message(span_warning("[src] snaps shut!"))
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triggered(loc)
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return FALSE
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return FALSE
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/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(!armed)
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return ..()
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visible_message(span_warning("[src] is triggered by [AM]."))
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triggered(null)
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/obj/item/assembly/mousetrap/Destroy()
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = null
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return ..()
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = TRUE
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