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About The Pull Request Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath." Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead. Dimensional.mp4 The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else. Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover. When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme. A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma". The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know. The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success. Armour.mp4 If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles. Other changes: I split anomalies out into their own dmi file, seems to be all the rage lately. I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know. This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime. Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
545 lines
17 KiB
Plaintext
545 lines
17 KiB
Plaintext
/**
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* # Generic restraints
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*
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* Parent class for handcuffs and handcuff accessories
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*
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* Functionality:
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* 1. A special suicide
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* 2. If a restraint is handcuffing/legcuffing a carbon while being deleted, it will remove the handcuff/legcuff status.
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*/
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/obj/item/restraints
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breakouttime = 1 MINUTES
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dye_color = DYE_PRISONER
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icon = 'icons/obj/restraints.dmi'
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/obj/item/restraints/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return(OXYLOSS)
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/**
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* # Handcuffs
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*
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* Stuff that makes humans unable to use hands
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*
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* Clicking people with those will cause an attempt at handcuffing them to occur
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*/
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/obj/item/restraints/handcuffs
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name = "handcuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon_state = "handcuff"
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worn_icon_state = "handcuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron=500)
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breakouttime = 1 MINUTES
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
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custom_price = PAYCHECK_COMMAND * 0.35
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///Sound that plays when starting to put handcuffs on someone
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var/cuffsound = 'sound/weapons/handcuffs.ogg'
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///If set, handcuffs will be destroyed on application and leave behind whatever this is set to.
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var/trashtype = null
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/obj/item/restraints/handcuffs/attack(mob/living/carbon/C, mob/living/user)
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if(!istype(C))
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return
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SEND_SIGNAL(C, COMSIG_CARBON_CUFF_ATTEMPTED, user)
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if(iscarbon(user) && (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))) //Clumsy people have a 50% chance to handcuff themselves instead of their target.
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to_chat(user, span_warning("Uh... how do those things work?!"))
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apply_cuffs(user,user)
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return
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if(!C.handcuffed)
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if(C.canBeHandcuffed())
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C.visible_message(span_danger("[user] is trying to put [name] on [C]!"), \
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span_userdanger("[user] is trying to put [name] on you!"))
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if(C.is_blind())
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to_chat(C, span_userdanger("You feel someone grab your wrists, the cold metal of [name] starting to dig into your skin!"))
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playsound(loc, cuffsound, 30, TRUE, -2)
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log_combat(user, C, "attempted to handcuff")
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if(do_mob(user, C, 30, timed_action_flags = IGNORE_SLOWDOWNS) && C.canBeHandcuffed())
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if(iscyborg(user))
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apply_cuffs(C, user, TRUE)
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else
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apply_cuffs(C, user)
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C.visible_message(span_notice("[user] handcuffs [C]."), \
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span_userdanger("[user] handcuffs you."))
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SSblackbox.record_feedback("tally", "handcuffs", 1, type)
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log_combat(user, C, "handcuffed")
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else
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to_chat(user, span_warning("You fail to handcuff [C]!"))
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log_combat(user, C, "failed to handcuff")
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else
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to_chat(user, span_warning("[C] doesn't have two hands..."))
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/**
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* This handles handcuffing people
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*
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* When called, this instantly puts handcuffs on someone (if possible)
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* Arguments:
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* * mob/living/carbon/target - Who is being handcuffed
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* * mob/user - Who or what is doing the handcuffing
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* * dispense - True if the cuffing should create a new item instead of using putting src on the mob, false otherwise. False by default.
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*/
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/obj/item/restraints/handcuffs/proc/apply_cuffs(mob/living/carbon/target, mob/user, dispense = FALSE)
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if(target.handcuffed)
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return
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if(!user.temporarilyRemoveItemFromInventory(src) && !dispense)
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return
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var/obj/item/restraints/handcuffs/cuffs = src
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if(trashtype)
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cuffs = new trashtype()
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else if(dispense)
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cuffs = new type()
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target.equip_to_slot(cuffs, ITEM_SLOT_HANDCUFFED)
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if(trashtype && !dispense)
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qdel(src)
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return
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/**
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* # Alien handcuffs
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*
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* Abductor reskin of the handcuffs.
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*/
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/obj/item/restraints/handcuffs/alien
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icon_state = "handcuffAlien"
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/**
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*
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* # Fake handcuffs
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*
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* Fake handcuffs that can be removed near-instantly.
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*/
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/obj/item/restraints/handcuffs/fake
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name = "fake handcuffs"
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desc = "Fake handcuffs meant for gag purposes."
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breakouttime = 1 SECONDS
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/**
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* # Cable restraints
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*
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* Ghetto handcuffs. Removing those is faster.
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*/
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/obj/item/restraints/handcuffs/cable
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name = "cable restraints"
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desc = "Looks like some cables tied together. Could be used to tie something up."
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icon_state = "cuff"
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inhand_icon_state = "coil"
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color = "#ff0000"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
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breakouttime = 30 SECONDS
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cuffsound = 'sound/weapons/cablecuff.ogg'
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/obj/item/restraints/handcuffs/cable/Initialize(mapload)
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. = ..()
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var/static/list/hovering_item_typechecks = list(
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/obj/item/stack/rods = list(
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SCREENTIP_CONTEXT_LMB = "Craft wired rod",
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),
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/obj/item/stack/sheet/iron = list(
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SCREENTIP_CONTEXT_LMB = "Craft bola",
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),
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)
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AddElement(/datum/element/contextual_screentip_item_typechecks, hovering_item_typechecks)
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/**
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* # Sinew restraints
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*
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* Primal ghetto handcuffs
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*
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* Just cable restraints that look differently and can't be recycled.
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*/
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/obj/item/restraints/handcuffs/cable/sinew
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name = "sinew restraints"
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desc = "A pair of restraints fashioned from long strands of flesh."
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icon_state = "sinewcuff"
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inhand_icon_state = "sinewcuff"
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custom_materials = null
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color = null
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/**
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* Red cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/red
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color = "#ff0000"
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/**
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* Yellow cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/yellow
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color = "#ffff00"
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/**
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* Blue cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/blue
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color = "#1919c8"
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/**
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* Green cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/green
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color = "#00aa00"
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/**
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* Pink cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/pink
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color = "#ff3ccd"
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/**
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* Orange (the color) cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/orange
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color = "#ff8000"
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/**
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* Cyan cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/cyan
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color = "#00ffff"
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/**
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* White cable restraints
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*/
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/obj/item/restraints/handcuffs/cable/white
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color = null
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/obj/item/restraints/handcuffs/cable/attackby(obj/item/I, mob/user, params) //Slapcrafting
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if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if (R.use(1))
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var/obj/item/wirerod/W = new /obj/item/wirerod
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remove_item_from_storage(user)
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user.put_in_hands(W)
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to_chat(user, span_notice("You wrap [src] around the top of [I]."))
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qdel(src)
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else
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to_chat(user, span_warning("You need one rod to make a wired rod!"))
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return
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else if(istype(I, /obj/item/stack/sheet/iron))
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var/obj/item/stack/sheet/iron/M = I
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if(M.get_amount() < 6)
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to_chat(user, span_warning("You need at least six iron sheets to make good enough weights!"))
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return
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to_chat(user, span_notice("You begin to apply [I] to [src]..."))
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if(do_after(user, 35, target = src))
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if(M.get_amount() < 6 || !M)
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return
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var/obj/item/restraints/legcuffs/bola/S = new /obj/item/restraints/legcuffs/bola
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M.use(6)
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user.put_in_hands(S)
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to_chat(user, span_notice("You make some weights out of [I] and tie them to [src]."))
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remove_item_from_storage(user)
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qdel(src)
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else
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return ..()
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/**
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* # Zipties
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*
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* One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied.
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*/
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/obj/item/restraints/handcuffs/cable/zipties
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name = "zipties"
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desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use."
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icon_state = "cuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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custom_materials = null
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breakouttime = 45 SECONDS
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trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
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color = null
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/**
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* # Used zipties
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*
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* What zipties turn into when applied. These can't be used to cuff people.
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*/
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/obj/item/restraints/handcuffs/cable/zipties/used
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desc = "A pair of broken zipties."
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icon_state = "cuff_used"
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inhand_icon_state = "cuff"
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/obj/item/restraints/handcuffs/cable/zipties/used/attack()
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return
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/**
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* # Fake Zipties
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*
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* One-use handcuffs that is very easy to break out of, meant as a one-use alternative to regular fake handcuffs.
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*/
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/obj/item/restraints/handcuffs/cable/zipties/fake
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name = "fake zipties"
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desc = "Fake zipties meant for gag purposes."
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breakouttime = 1 SECONDS
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/obj/item/restraints/handcuffs/cable/zipties/fake/used
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desc = "A pair of broken fake zipties."
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icon_state = "cuff_used"
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inhand_icon_state = "cuff"
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/**
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* # Generic leg cuffs
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*
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* Parent class for everything that can legcuff carbons. Can't legcuff anything itself.
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*/
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/obj/item/restraints/legcuffs
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name = "leg cuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon_state = "handcuff"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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flags_1 = CONDUCT_1
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throwforce = 0
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w_class = WEIGHT_CLASS_NORMAL
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slowdown = 7
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breakouttime = 30 SECONDS
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/**
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* # Bear trap
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*
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* This opens, closes, and bites people's legs.
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*/
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/obj/item/restraints/legcuffs/beartrap
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name = "bear trap"
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throw_speed = 1
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throw_range = 1
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icon_state = "beartrap"
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desc = "A trap used to catch bears and other legged creatures."
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///If true, the trap is "open" and can trigger.
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var/armed = FALSE
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///How much damage the trap deals when triggered.
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var/trap_damage = 20
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/obj/item/restraints/legcuffs/beartrap/prearmed
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armed = TRUE
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/obj/item/restraints/legcuffs/beartrap/Initialize(mapload)
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. = ..()
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update_appearance()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/spring_trap,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/restraints/legcuffs/beartrap/update_icon_state()
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icon_state = "[initial(icon_state)][armed]"
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return ..()
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/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] is sticking [user.p_their()] head in the [src.name]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, TRUE, -1)
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return (BRUTELOSS)
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/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
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. = ..()
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if(!ishuman(user) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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return
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armed = !armed
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update_appearance()
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to_chat(user, span_notice("[src] is now [armed ? "armed" : "disarmed"]"))
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/**
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* Closes a bear trap
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*
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* Closes a bear trap.
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* Arguments:
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*/
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/obj/item/restraints/legcuffs/beartrap/proc/close_trap()
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armed = FALSE
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update_appearance()
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(datum/source, atom/movable/AM, thrown_at = FALSE)
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SIGNAL_HANDLER
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if(!armed || !isturf(loc) || !isliving(AM))
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return
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var/mob/living/L = AM
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var/snap = TRUE
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if(istype(L.buckled, /obj/vehicle))
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var/obj/vehicle/ridden_vehicle = L.buckled
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if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times.
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close_trap()
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ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src]."))
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if(!thrown_at && L.movement_type & (FLYING|FLOATING)) //don't close the trap if they're flying/floating over it.
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snap = FALSE
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var/def_zone = BODY_ZONE_CHEST
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if(snap && iscarbon(L))
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var/mob/living/carbon/C = L
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if(C.body_position == STANDING_UP)
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def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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if(!C.legcuffed && C.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
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INVOKE_ASYNC(C, /mob/living/carbon.proc/equip_to_slot, src, ITEM_SLOT_LEGCUFFED)
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SSblackbox.record_feedback("tally", "handcuffs", 1, type)
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else if(snap && isanimal(L))
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var/mob/living/simple_animal/SA = L
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if(SA.mob_size <= MOB_SIZE_TINY) //don't close the trap if they're as small as a mouse.
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snap = FALSE
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if(snap)
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close_trap()
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if(!thrown_at)
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L.visible_message(span_danger("[L] triggers \the [src]."), \
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span_userdanger("You trigger \the [src]!"))
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else
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L.visible_message(span_danger("\The [src] ensnares [L]!"), \
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span_userdanger("\The [src] ensnares you!"))
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L.apply_damage(trap_damage, BRUTE, def_zone)
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/**
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* # Energy snare
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*
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* This closes on people's legs.
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*
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* A weaker version of the bear trap that can be resisted out of faster and disappears
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*/
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/obj/item/restraints/legcuffs/beartrap/energy
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name = "energy snare"
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armed = 1
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icon_state = "e_snare"
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trap_damage = 0
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breakouttime = 3 SECONDS
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item_flags = DROPDEL
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flags_1 = NONE
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/obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, .proc/dissipate), 100)
|
|
|
|
/**
|
|
* Handles energy snares disappearing
|
|
*
|
|
* If the snare isn't closed on anyone, it will disappear in a shower of sparks.
|
|
* Arguments:
|
|
*/
|
|
/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
|
|
if(!ismob(loc))
|
|
do_sparks(1, TRUE, src)
|
|
qdel(src)
|
|
|
|
/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers)
|
|
spring_trap(null, user)
|
|
return ..()
|
|
|
|
/obj/item/restraints/legcuffs/beartrap/energy/cyborg
|
|
breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint
|
|
|
|
/obj/item/restraints/legcuffs/bola
|
|
name = "bola"
|
|
desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly."
|
|
icon_state = "bola"
|
|
inhand_icon_state = "bola"
|
|
lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi'
|
|
breakouttime = 3.5 SECONDS//easy to apply, easy to break out of
|
|
gender = NEUTER
|
|
///Amount of time to knock the target down for once it's hit in deciseconds.
|
|
var/knockdown = 0
|
|
|
|
/obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle = FALSE, quickstart = TRUE)
|
|
if(!..())
|
|
return
|
|
playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE)
|
|
|
|
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
|
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
|
|
return//abort
|
|
ensnare(hit_atom)
|
|
|
|
/**
|
|
* Attempts to legcuff someone with the bola
|
|
*
|
|
* Arguments:
|
|
* * C - the carbon that we will try to ensnare
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
|
|
if(!C.legcuffed && C.num_legs >= 2)
|
|
visible_message(span_danger("\The [src] ensnares [C]!"), span_userdanger("\The [src] ensnares you!"))
|
|
C.equip_to_slot(src, ITEM_SLOT_LEGCUFFED)
|
|
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
|
|
C.Knockdown(knockdown)
|
|
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
|
|
|
|
/**
|
|
* A traitor variant of the bola.
|
|
*
|
|
* It knocks people down and is harder to remove.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/tactical
|
|
name = "reinforced bola"
|
|
desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
|
|
icon_state = "bola_r"
|
|
inhand_icon_state = "bola_r"
|
|
breakouttime = 7 SECONDS
|
|
knockdown = 3.5 SECONDS
|
|
|
|
/**
|
|
* A security variant of the bola.
|
|
*
|
|
* It's harder to remove, smaller and has a defined price.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/energy
|
|
name = "energy bola"
|
|
desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
|
|
icon_state = "ebola"
|
|
inhand_icon_state = "ebola"
|
|
hitsound = 'sound/weapons/taserhit.ogg'
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
breakouttime = 6 SECONDS
|
|
custom_price = PAYCHECK_COMMAND * 0.35
|
|
|
|
/obj/item/restraints/legcuffs/bola/energy/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_UNCATCHABLE, TRAIT_GENERIC) // People said energy bolas being uncatchable is a feature.
|
|
|
|
/obj/item/restraints/legcuffs/bola/energy/ensnare(atom/hit_atom)
|
|
var/obj/item/restraints/legcuffs/beartrap/energy/cyborg/B = new (get_turf(hit_atom))
|
|
B.spring_trap(null, hit_atom, TRUE)
|
|
qdel(src)
|
|
|
|
/**
|
|
* A pacifying variant of the bola.
|
|
*
|
|
* It's much harder to remove, doesn't cause a slowdown and gives people /datum/status_effect/gonbola_pacify.
|
|
*/
|
|
/obj/item/restraints/legcuffs/bola/gonbola
|
|
name = "gonbola"
|
|
desc = "Hey, if you have to be hugged in the legs by anything, it might as well be this little guy."
|
|
icon_state = "gonbola"
|
|
inhand_icon_state = "bola_r"
|
|
breakouttime = 30 SECONDS
|
|
slowdown = 0
|
|
var/datum/status_effect/gonbola_pacify/effectReference
|
|
|
|
/obj/item/restraints/legcuffs/bola/gonbola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
|
. = ..()
|
|
if(iscarbon(hit_atom))
|
|
var/mob/living/carbon/C = hit_atom
|
|
effectReference = C.apply_status_effect(/datum/status_effect/gonbola_pacify)
|
|
|
|
/obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user)
|
|
. = ..()
|
|
if(effectReference)
|
|
QDEL_NULL(effectReference)
|