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About The Pull Request Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage. Also changes a couple of places where a list was picked from instead of using get_sfx internal calls This was done via regex: (playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1 (playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0 full sed commands: /(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE /(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE I'm not very good with regex and these could probably be optimized, but they worked. Why It's Good For The Game Code usability
150 lines
5.2 KiB
Plaintext
150 lines
5.2 KiB
Plaintext
//////Kitchen Spike
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#define VIABLE_MOB_CHECK(X) (isliving(X) && !issilicon(X) && !isbot(X))
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = TRUE
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anchored = FALSE
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max_integrity = 200
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(default_unfasten_wrench(user, I))
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return
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
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var/obj/F = new /obj/structure/kitchenspike(src.loc)
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transfer_fingerprints_to(F)
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qdel(src)
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else if(I.tool_behaviour == TOOL_WELDER)
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
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if(I.use_tool(src, user, 50, volume=50))
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visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
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"<span class='notice'>You cut \the [src] apart with \the [I].</span>",
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"<span class='italics'>You hear welding.</span>")
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new /obj/item/stack/sheet/metal(src.loc, 4)
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qdel(src)
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return
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else
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return ..()
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/obj/structure/kitchenspike
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name = "meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals."
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density = TRUE
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anchored = TRUE
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buckle_lying = 0
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can_buckle = 1
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max_integrity = 250
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/obj/structure/kitchenspike/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/kitchenspike/crowbar_act(mob/living/user, obj/item/I)
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if(has_buckled_mobs())
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to_chat(user, "<span class='warning'>You can't do that while something's on the spike!</span>")
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return TRUE
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if(I.use_tool(src, user, 20, volume=100))
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to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
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deconstruct(TRUE)
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return TRUE
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/kitchenspike/attack_hand(mob/user)
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if(VIABLE_MOB_CHECK(user.pulling) && user.a_intent == INTENT_GRAB && !has_buckled_mobs())
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var/mob/living/L = user.pulling
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if(do_mob(user, src, 120))
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if(has_buckled_mobs()) //to prevent spam/queing up attacks
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return
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if(L.buckled)
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return
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if(user.pulling != L)
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return
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playsound(src.loc, 'sound/effects/splat.ogg', 25, TRUE)
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.forceMove(drop_location())
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L.emote("scream")
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.setDir(2)
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buckle_mob(L, force=1)
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var/matrix/m180 = matrix(L.transform)
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m180.Turn(180)
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animate(L, transform = m180, time = 3)
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L.pixel_y = L.get_standard_pixel_y_offset(180)
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else if (has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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user_unbuckle_mob(L, user)
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else
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..()
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
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if(buckled_mob)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message("<span class='notice'>[user] tries to pull [M] free of [src]!</span>",\
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"<span class='notice'>[user] is trying to pull you off [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message("<span class='notice'>[user] fails to free [M]!</span>",\
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"<span class='notice'>[user] fails to pull you off of [src].</span>")
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return
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else
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M.visible_message("<span class='warning'>[M] struggles to break free from [src]!</span>",\
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"<span class='notice'>You struggle to break free from [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
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return
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if(!M.buckled)
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return
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release_mob(M)
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/obj/structure/kitchenspike/proc/release_mob(mob/living/M)
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of [src]!</span>"))
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unbuckle_mob(M,force=1)
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M.emote("scream")
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M.AdjustParalyzed(20)
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/obj/structure/kitchenspike/Destroy()
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if(has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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release_mob(L)
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return ..()
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/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
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if(disassembled)
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var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
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transfer_fingerprints_to(F)
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else
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new /obj/item/stack/sheet/metal(src.loc, 4)
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new /obj/item/stack/rods(loc, 4)
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qdel(src)
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#undef VIABLE_MOB_CHECK
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