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## About The Pull Request Technically, this PR introduces the cuffable_item element and the cuffed_item status effect and their relative code. In more player-friendly terms, this allows the ability to use handcuffs to bind certain items to your hands by right-clicking it with a pair of handcuffs in your active hand. This makes the item unable to be dropped, for better or worse, until you or someone else remove said cuffs. And no, this doesn't conflict with the ability to be handcuffed if you're silly enough to think that. There are more than one way to remove the cuffs. For the player with the item cuffed to their hand, to remove the cuffs they can either click the status alert, or examine the item and click the relative hyperlink. The second option is good to have if for some reason the status alert doesn't show up (too many alerts etc.). For other people, they can remove the cuffs by opening the strip inventory menu (the one you open by click-dragging the sprite of person with the item onto yours). It's an alternative action specific to this status effect (therefore only held items). Until the cuffs are removed, trying to remove the item **directly** will bring you nowhere **because the item is stuck to their hands**, duh. Alternatively you can just chop their arm off. You do what you do. For a list of items that can be bound with cuffs (suggestions welcome): - briefcases - toolboxes - lockboxes - first aid kits - shields (they generally have handles and all. gameplay-wise they already take away one hand slot to use. Using cuffs seals the deal: no swapping items on the go, so no two-handed weapons, but you won't drop the shield until it's broken) - jerrycans (Kryson's suggestion) - soup pots (ditto, kinda weird) - coffee mugs, and the mauna mug (ditto) - buckets - plushes (silly stuff, if you ever want to arrest a plush or test the feature) - pet carriers - mining drills - swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip sabre, cutlass, e-cutlass...) - crutches and the white cane - baskets - flashlights and lamps (not subtypes like flares, glowsticks and torches) - TTVs - chairs ## Why It's Good For The Game This opens up for some emergent use for handcuffs beside people (or prisoner shoes). Inspired by a scene of some 1998 action movie, where one of the bad guys had the mc guffin briefcase latched to his wrist with a pair of handcuffs. Codewise, it was also a reason to refactor bits of code like handcuffs and screen alerts slightly. On a sidenote, actual sprites for cult/heretic shackles. ## Changelog 🆑 add: You can now bind certain items like briefcases, toolboxes, medkits, shields, jerrycans etc. to your hand with a pair of handcuffs, preventing them from being dropped. You can remove said binds at any time unless incapacitated, and so can others through the strip inventory menu. qol: The appearance of a screen alert now updates if the object it represents (like, an item offered by another player) changes appearance. imageadd: The shadow shackles item (from cult magic and heretic sacrifices) now has its own icon. /🆑
488 lines
18 KiB
Plaintext
488 lines
18 KiB
Plaintext
#define BATON_BASH_COOLDOWN (3 SECONDS)
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/obj/item/shield
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name = "shield"
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icon = 'icons/obj/weapons/shields.dmi'
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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abstract_type = /obj/item/shield
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block_chance = 50
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slot_flags = ITEM_SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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armor_type = /datum/armor/item_shield
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block_sound = 'sound/items/weapons/block_shield.ogg'
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/// makes beam projectiles pass through the shield
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var/transparent = FALSE
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/// if the shield will break by sustaining damage
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var/breakable_by_damage = TRUE
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/// what the shield leaves behind when it breaks
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var/shield_break_leftover = /obj/item/stack/sheet/mineral/wood
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/// sound the shield makes when it breaks
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var/shield_break_sound = 'sound/effects/bang.ogg'
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/// baton bash cooldown
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COOLDOWN_DECLARE(baton_bash)
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/// is shield bashable?
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var/is_bashable = TRUE
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/// sound when a shield is bashed
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var/shield_bash_sound = 'sound/effects/shieldbash.ogg'
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/datum/armor/item_shield
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melee = 50
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bullet = 50
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laser = 50
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bomb = 30
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fire = 80
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acid = 70
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/obj/item/shield/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/disarm_attack)
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AddElement(/datum/element/cuffable_item) //I mean, it has a closed handle, right?
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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var/effective_block_chance = final_block_chance
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if(transparent && (hitby.pass_flags & PASSGLASS))
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return FALSE
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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effective_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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effective_block_chance = 100
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if(attack_type == OVERWHELMING_ATTACK)
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effective_block_chance -= 25
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final_block_chance = clamp(effective_block_chance, 0, 100)
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. = ..()
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if(.)
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on_shield_block(owner, hitby, attack_text, damage, attack_type, damage_type)
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/obj/item/shield/examine(mob/user)
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. = ..()
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var/healthpercent = round((atom_integrity/max_integrity) * 100, 1)
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switch(healthpercent)
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if(50 to 99)
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. += span_info("It looks slightly damaged.")
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if(25 to 50)
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. += span_info("It appears heavily damaged.")
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if(0 to 25)
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. += span_warning("It's falling apart!")
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/obj/item/shield/item_interaction(mob/living/user, obj/item/tool, list/modifiers, is_right_clicking)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return .
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if(!istype(tool, /obj/item/melee/baton) || !is_bashable)
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return .
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if(!COOLDOWN_FINISHED(src, baton_bash))
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return ITEM_INTERACT_BLOCKING
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user.visible_message(span_warning("[user] bashes [src] with [tool]!"))
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playsound(src, shield_bash_sound, 50, TRUE)
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COOLDOWN_START(src, baton_bash, BATON_BASH_COOLDOWN)
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return ITEM_INTERACT_SUCCESS
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/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(!breakable_by_damage || (damage_type != BRUTE && damage_type != BURN))
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return TRUE
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var/penetration = 0
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var/armor_flag = MELEE
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if(isprojectile(hitby))
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var/obj/projectile/bang_bang = hitby
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armor_flag = bang_bang.armor_flag
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penetration = bang_bang.armour_penetration
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else if(isitem(hitby))
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var/obj/item/weapon = hitby
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penetration = weapon.armour_penetration
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else if(isanimal(hitby))
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var/mob/living/simple_animal/critter = hitby
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penetration = critter.armour_penetration
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else if(isbasicmob(hitby))
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var/mob/living/basic/critter = hitby
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penetration = critter.armour_penetration
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take_damage(damage, damage_type, armor_flag, armour_penetration = penetration)
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/obj/item/shield/atom_destruction(damage_flag)
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playsound(src, shield_break_sound, 50)
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new shield_break_leftover(get_turf(src))
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if(isliving(loc))
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loc.balloon_alert(loc, "shield broken!")
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return ..()
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/obj/item/shield/buckler
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name = "wooden buckler"
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desc = "A medieval wooden buckler."
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icon_state = "buckler"
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inhand_icon_state = "buckler"
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
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resistance_flags = FLAMMABLE
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block_chance = 30
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max_integrity = 55
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/shield/buckler/moonflower
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name = "moonflower buckler"
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desc = "A buckler made from a steel-cap reinforced moonflower."
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icon_state = "moonflower_buckler"
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inhand_icon_state = "moonflower_buckler"
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block_chance = 40
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max_integrity = 40
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/shield/kite
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name = "kite shield"
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desc = "Protect your internal organs with this almond shaped shield."
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icon_state = "kite"
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inhand_icon_state = "kite"
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 15)
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shield_break_sound = 'sound/effects/grillehit.ogg'
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max_integrity = 60
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/obj/item/shield/roman
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name = "\improper Roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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inhand_icon_state = "roman_shield"
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.25)
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max_integrity = 65
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shield_break_sound = 'sound/effects/grillehit.ogg'
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shield_break_leftover = /obj/item/stack/sheet/iron
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/obj/item/shield/roman/fake
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
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block_chance = 0
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armor_type = /datum/armor/none
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max_integrity = 30
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/datum/armor/item_shield/riot
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melee = 80
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bullet = 20
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laser = 20
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder, less so bullets and laser beams."
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icon_state = "riot"
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inhand_icon_state = "riot"
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custom_materials = list(/datum/material/glass= SHEET_MATERIAL_AMOUNT * 3.75, /datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT)
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transparent = TRUE
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max_integrity = 75
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shield_break_sound = 'sound/effects/glass/glassbr3.ogg'
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shield_break_leftover = /obj/item/shard
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armor_type = /datum/armor/item_shield/riot
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pickup_sound = 'sound/items/handling/shield/plastic_shield_pick_up.ogg'
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drop_sound = 'sound/items/handling/shield/plastic_shield_drop.ogg'
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/obj/item/shield/riot/Initialize(mapload)
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. = ..()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/strobeshield)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/shield/riot/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
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if(istype(attackby_item, /obj/item/stack/sheet/mineral/titanium))
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if (atom_integrity >= max_integrity)
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to_chat(user, span_warning("[src] is already in perfect condition."))
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return
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var/obj/item/stack/sheet/mineral/titanium/titanium_sheet = attackby_item
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titanium_sheet.use(1)
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src] with [titanium_sheet]."))
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return
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return ..()
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/obj/item/shield/riot/flash
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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var/obj/item/assembly/flash/handheld/embedded_flash = /obj/item/assembly/flash/handheld
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/obj/item/shield/riot/flash/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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if(embedded_flash)
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embedded_flash = new(src)
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embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
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update_appearance(UPDATE_ICON)
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/obj/item/shield/riot/flash/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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if(istype(arrived, /obj/item/assembly/flash/handheld))
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embedded_flash = arrived
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embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
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update_appearance(UPDATE_ICON)
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return ..()
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/obj/item/shield/riot/flash/Exited(atom/movable/gone, direction)
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if(gone == embedded_flash)
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embedded_flash.set_light_flags(embedded_flash.light_flags & ~LIGHT_ATTACHED)
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embedded_flash = null
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update_appearance(UPDATE_ICON)
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return ..()
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/obj/item/shield/riot/flash/vv_edit_var(vname, vval)
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. = ..()
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if(vname == NAMEOF(src, embedded_flash))
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update_appearance(UPDATE_ICON)
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/obj/item/shield/riot/flash/Destroy(force)
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QDEL_NULL(embedded_flash)
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return ..()
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/obj/item/shield/riot/flash/attack(mob/living/target_mob, mob/living/user)
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if(user.combat_mode)
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return ..()
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flash_away(user, target_mob)
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/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
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flash_away(user)
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/obj/item/shield/riot/flash/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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. = ..()
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if(.)
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flash_away(owner)
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///Handles calls for the actual flash object + plays the flashing animations.
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/obj/item/shield/riot/flash/proc/flash_away(mob/owner, mob/target, animation_only)
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if(QDELETED(embedded_flash) || (embedded_flash.burnt_out && !animation_only))
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return
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var/flick = animation_only ? TRUE : (target ? embedded_flash.attack(target, owner) : embedded_flash.AOE_flash(user = owner))
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if(!flick && !embedded_flash.burnt_out)
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return
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flick("flashshield_flash", src)
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inhand_icon_state = "flashshield_flash"
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owner?.update_held_items()
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), 0.5 SECONDS, (TIMER_UNIQUE|TIMER_OVERRIDE)) //.5 second delay so the inhands sprite finishes its anim since inhands don't support flick().
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/obj/item/shield/riot/flash/attackby(obj/item/attackby_item, mob/user)
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if(istype(attackby_item, /obj/item/assembly/flash/handheld))
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var/obj/item/assembly/flash/handheld/flash = attackby_item
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if(flash.burnt_out)
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to_chat(user, span_warning("No sense replacing it with a broken bulb!"))
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return
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else
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to_chat(user, span_notice("You begin to replace the bulb..."))
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if(do_after(user, 2 SECONDS, target = user))
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if(QDELETED(flash) || flash.burnt_out)
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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qdel(embedded_flash)
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flash.forceMove(src)
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return
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return ..()
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/obj/item/shield/riot/flash/emp_act(severity)
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. = ..()
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if(QDELETED(embedded_flash) || embedded_flash.burnt_out)
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return
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embedded_flash.emp_act(severity)
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if(embedded_flash.burnt_out) // a little hacky but no good way to check otherwise.
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flash_away((ismob(loc) ? loc : null), animation_only = TRUE)
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/obj/item/shield/riot/flash/update_icon_state()
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if(QDELETED(embedded_flash) || embedded_flash.burnt_out)
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icon_state = "riot"
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inhand_icon_state = "riot"
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else
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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return ..()
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/obj/item/shield/riot/flash/examine(mob/user)
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. = ..()
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if (embedded_flash?.burnt_out)
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. += span_info("The mounted bulb has burnt out. You can try replacing it with a new <b>flash</b>.")
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/obj/item/shield/energy
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name = "combat energy shield"
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desc = "A hardlight shield capable of reflecting blocked energy projectiles, as well as providing well-rounded defense from most all other attacks."
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icon_state = "eshield"
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inhand_icon_state = "eshield"
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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throw_range = 5
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force = 3
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throwforce = 3
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throw_speed = 3
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breakable_by_damage = FALSE
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block_sound = 'sound/items/weapons/block_blade.ogg'
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is_bashable = FALSE // Gotta wait till it activates y'know
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shield_bash_sound = 'sound/effects/energyshieldbash.ogg'
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/// Force of the shield when active.
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var/active_force = 10
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/// Throwforce of the shield when active.
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var/active_throwforce = 8
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/// Throwspeed of ethe shield when active.
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var/active_throw_speed = 2
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/// Whether clumsy people can transform this without side effects.
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var/can_clumsy_use = FALSE
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/// The chance for projectiles to be reflected by the shield
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var/reflection_probability = 50
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/obj/item/shield/energy/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = active_force, \
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throwforce_on = active_throwforce, \
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throw_speed_on = active_throw_speed, \
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hitsound_on = hitsound, \
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clumsy_check = !can_clumsy_use, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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return FALSE
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var/effective_block_chance = final_block_chance
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if(attack_type == OVERWHELMING_ATTACK)
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effective_block_chance -= 25
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if(attack_type == PROJECTILE_ATTACK)
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var/obj/projectile/our_projectile = hitby
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if(our_projectile.reflectable) //We handle this via IsReflect() instead.
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effective_block_chance = 0
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final_block_chance = clamp(effective_block_chance, 0, 100)
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return ..()
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/obj/item/shield/energy/IsReflect()
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return HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) && prob(reflection_probability)
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*/
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/obj/item/shield/energy/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(user)
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balloon_alert(user, active ? "activated" : "deactivated")
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playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 35, TRUE)
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is_bashable = !is_bashable
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/shield/energy/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
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SIGNAL_HANDLER
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if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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if(send_message)
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balloon_alert(user, "activate it first!")
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return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
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/obj/item/shield/energy/advanced
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name = "advanced combat energy shield"
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desc = "A hardlight shield capable of reflecting all energy projectiles, as well as providing well-rounded defense from most all other attacks. \
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Often employed by Nanotrasen deathsquads."
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icon_state = "advanced_eshield"
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inhand_icon_state = "advanced_eshield"
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reflection_probability = 100 //Guaranteed reflection
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|
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/obj/item/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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icon_state = "teleriot"
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inhand_icon_state = "teleriot"
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worn_icon_state = "teleriot"
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2.7, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 1.8)
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slot_flags = null
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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|
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/obj/item/shield/riot/tele/Initialize(mapload)
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|
. = ..()
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|
AddComponent( \
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|
/datum/component/transforming, \
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|
force_on = 8, \
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|
throwforce_on = 5, \
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|
throw_speed_on = 2, \
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|
hitsound_on = hitsound, \
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|
w_class_on = WEIGHT_CLASS_BULKY, \
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|
attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
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|
attack_verb_simple_on = list("smack", "strike", "crack", "beat"), \
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)
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|
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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|
RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
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|
|
|
/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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|
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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|
return ..()
|
|
return FALSE
|
|
|
|
/**
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Allows it to be placed on back slot when active.
|
|
*/
|
|
/obj/item/shield/riot/tele/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
slot_flags = active ? ITEM_SLOT_BACK : null
|
|
if(user)
|
|
balloon_alert(user, active ? "extended" : "collapsed")
|
|
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/shield/riot/tele/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
|
|
SIGNAL_HANDLER
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
if(send_message)
|
|
balloon_alert(user, "extend it first!")
|
|
return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
|
|
|
|
/datum/armor/item_shield/ballistic
|
|
melee = 30
|
|
bullet = 85
|
|
bomb = 10
|
|
laser = 80
|
|
|
|
/obj/item/shield/ballistic
|
|
name = "ballistic shield"
|
|
desc = "A heavy shield designed for blocking projectiles, weaker to melee."
|
|
icon_state = "ballistic"
|
|
inhand_icon_state = "ballistic"
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
|
|
max_integrity = 75
|
|
shield_break_leftover = /obj/item/stack/rods/ten
|
|
armor_type = /datum/armor/item_shield/ballistic
|
|
|
|
/obj/item/shield/ballistic/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
|
|
if(istype(attackby_item, /obj/item/stack/sheet/mineral/titanium))
|
|
if (atom_integrity >= max_integrity)
|
|
to_chat(user, span_warning("[src] is already in perfect condition."))
|
|
return
|
|
var/obj/item/stack/sheet/mineral/titanium/titanium_sheet = attackby_item
|
|
titanium_sheet.use(1)
|
|
atom_integrity = max_integrity
|
|
to_chat(user, span_notice("You repair [src] with [titanium_sheet]."))
|
|
return
|
|
return ..()
|
|
|
|
/datum/armor/item_shield/improvised
|
|
melee = 40
|
|
bullet = 30
|
|
laser = 30
|
|
|
|
/obj/item/shield/improvised
|
|
name = "improvised shield"
|
|
desc = "A crude shield made out of several sheets of iron taped together, not very durable."
|
|
icon_state = "improvised"
|
|
inhand_icon_state = "improvised"
|
|
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
max_integrity = 35
|
|
shield_break_leftover = /obj/item/stack/rods/two
|
|
armor_type = /datum/armor/item_shield/improvised
|
|
block_sound = 'sound/items/trayhit/trayhit2.ogg'
|
|
|
|
#undef BATON_BASH_COOLDOWN
|