diff --git a/baystation12.dme b/baystation12.dme
index f6683c342f..06fe933f75 100644
--- a/baystation12.dme
+++ b/baystation12.dme
@@ -1063,6 +1063,7 @@
#include "code\modules\mob\living\carbon\carbon_defines.dm"
#include "code\modules\mob\living\carbon\carbon_powers.dm"
#include "code\modules\mob\living\carbon\give.dm"
+#include "code\modules\mob\living\carbon\resist.dm"
#include "code\modules\mob\living\carbon\shock.dm"
#include "code\modules\mob\living\carbon\viruses.dm"
#include "code\modules\mob\living\carbon\alien\alien.dm"
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index 40163e7c78..adf9da47e0 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -308,3 +308,69 @@
dump_contents()
spawn(1) del(src)
return 1
+
+/obj/structure/closet/proc/req_breakout()
+ if(opened)
+ return 0 //Door's open... wait, why are you in it's contents then?
+ if(!welded)
+ return 0 //closed but not welded...
+ return 1
+
+/obj/structure/closet/secure_closet/req_breakout()
+ if(!opened && locked) return 1
+ return ..() //It's a secure closet, but isn't locked.
+
+/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
+ var/breakout_time = 2 //2 minutes by default
+
+ if(!req_breakout())
+ return
+
+ //okay, so the closet is either welded or locked... resist!!!
+ escapee.next_move = world.time + 100
+ escapee.last_special = world.time + 100
+ escapee << "\red You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)"
+
+ visible_message("The [src] begins to shake violently!")
+ playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
+
+ for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
+ if(!do_after(escapee, 50)) //5 seconds
+ return
+ if(!escapee || escapee.stat || escapee.loc != src)
+ return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
+ //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
+ if(!req_breakout())
+ return
+ playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
+
+ //Well then break it!
+ escapee << "You successfully break out!"
+ visible_message("\the [escapee] successfully broke out of \the [src]!")
+ break_open()
+
+/obj/structure/closet/proc/break_open()
+ welded = 0
+ update_icon()
+ //Do this to prevent contents from being opened into nullspace (read: bluespace)
+ if(istype(loc, /obj/structure/bigDelivery))
+ var/obj/structure/bigDelivery/BD = loc
+ BD.unwrap()
+ open()
+
+/obj/structure/closet/secure_closet/break_open()
+ desc += " It appears to be broken."
+ icon_state = icon_off
+ spawn()
+ flick(icon_broken, src)
+ sleep(10)
+ flick(icon_broken, src)
+ sleep(10)
+ broken = 1
+ locked = 0
+ update_icon()
+ //Do this to prevent contents from being opened into nullspace (read: bluespace)
+ if(istype(loc, /obj/structure/bigDelivery))
+ var/obj/structure/bigDelivery/BD = loc
+ BD.unwrap()
+ open()
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index defe2191be..7c3599e726 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -523,4 +523,5 @@
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
Stun(stun_duration)
Weaken(Floor(stun_duration/2))
- return 1
\ No newline at end of file
+ return 1
+
diff --git a/code/modules/mob/living/carbon/resist.dm b/code/modules/mob/living/carbon/resist.dm
new file mode 100644
index 0000000000..722fbe3f80
--- /dev/null
+++ b/code/modules/mob/living/carbon/resist.dm
@@ -0,0 +1,160 @@
+
+/mob/living/carbon/resist()
+ //need to allow !canmove, or otherwise neck grabs can't be resisted
+ //so just check weakened instead.
+ if(stat || weakened || next_move > world.time)
+ return
+
+ //drop && roll
+ if(on_fire)
+ fire_stacks -= 2 //reduced
+ Weaken(3)
+ spin(32,2)
+ visible_message("[src] rolls on the floor, trying to put themselves out!", \
+ "You stop, drop, and roll!")
+ sleep(30)
+ if(fire_stacks <= 0)
+ visible_message("[src] has successfully extinguished themselves!", \
+ "You extinguish yourself.")
+ ExtinguishMob()
+ return
+
+ if(handcuffed)
+ spawn() escape_handcuffs()
+ else if(legcuffed)
+ spawn() escape_legcuffs()
+
+ ..()
+
+/mob/living/carbon/proc/escape_handcuffs()
+ if(!(last_special <= world.time)) return
+
+ next_move = world.time + 100
+ last_special = world.time + 100
+
+ if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
+ break_handcuffs()
+ return
+
+ var/obj/item/weapon/handcuffs/HC = handcuffed
+
+ //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
+ var/breakouttime = 1200
+ var/displaytime = 2 //Minutes to display in the "this will take X minutes."
+ //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
+ if(istype(HC))
+ breakouttime = HC.breakouttime
+ displaytime = breakouttime / 600 //Minutes
+
+ src << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
+ visible_message("\red [src] attempts to remove \the [HC]!")
+
+ if(do_after(src, breakouttime))
+ if(!handcuffed || buckled)
+ return
+ visible_message("\red [src] manages to remove the handcuffs!")
+ src << "\blue You successfully remove \the [handcuffed]."
+ drop_from_inventory(handcuffed)
+
+/mob/living/carbon/proc/escape_legcuffs()
+ if(!(last_special <= world.time)) return
+
+ next_move = world.time + 100
+ last_special = world.time + 100
+
+ if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
+ break_legcuffs()
+ return
+
+ var/obj/item/weapon/legcuffs/HC = legcuffed
+
+ //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
+ var/breakouttime = 1200
+ var/displaytime = 2 //Minutes to display in the "this will take X minutes."
+ //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
+ if(istype(HC))
+ breakouttime = HC.breakouttime
+ displaytime = breakouttime / 600 //Minutes
+
+ src << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
+ visible_message( "\red [usr] attempts to remove \the [HC]!" )
+
+ if(do_after(src, breakouttime))
+ if(!legcuffed || buckled)
+ return
+ visible_message(
+ "\red [src] manages to remove the legcuffs!",
+ "\blue You successfully remove \the [legcuffed]."
+ )
+
+ drop_from_inventory(legcuffed)
+ legcuffed = null
+ update_inv_legcuffed()
+
+/mob/living/carbon/proc/can_break_cuffs()
+ if(HULK in mutations)
+ return 1
+
+/mob/living/carbon/proc/break_handcuffs()
+ src << "\red You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
+ visible_message(text("\red [] is trying to break the handcuffs!", src))
+
+ if(do_after(src, 50))
+ if(!handcuffed || buckled)
+ return
+
+ visible_message(
+ "\red [src] manages to break the handcuffs!",
+ "\red You successfully break your handcuffs."
+ )
+
+ say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
+
+ del(handcuffed)
+ handcuffed = null
+ if(buckled && buckled.buckle_require_restraints)
+ buckled.unbuckle_mob()
+ update_inv_handcuffed()
+
+/mob/living/carbon/proc/break_legcuffs()
+ src << "\red You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)"
+ visible_message("\red [src] is trying to break the legcuffs!")
+
+ if(do_after(src, 50))
+ if(!legcuffed || buckled)
+ return
+
+ visible_message(
+ "\red [src] manages to break the legcuffs!",
+ "\red You successfully break your legcuffs."
+ )
+
+ say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
+
+ del(legcuffed)
+ legcuffed = null
+ update_inv_legcuffed()
+
+/mob/living/carbon/human/can_break_cuffs()
+ if(species.can_shred(src,1))
+ return 1
+ return ..()
+
+/mob/living/carbon/escape_buckle()
+ if(!buckled) return
+ if(!(last_special <= world.time)) return
+
+ if(!restrained())
+ ..()
+ else
+ next_move = world.time + 100
+ last_special = world.time + 100
+ src << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
+ visible_message("\red [usr] attempts to unbuckle themself!")
+
+ if(do_after(usr, 1200))
+ if(!buckled)
+ return
+ visible_message("[usr] manages to unbuckle themself!",
+ "You successfully unbuckle yourself.")
+ buckled.user_unbuckle_mob(src)
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index a792c24275..78ca8d1f8b 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -460,284 +460,77 @@
set name = "Resist"
set category = "IC"
- if(usr.stat || !isliving(usr) || usr.next_move > world.time)
+ //need to allow !canmove, or otherwise neck grabs can't be resisted
+ //so just check weakened instead.
+ if(stat || weakened || next_move > world.time)
return
- usr.next_move = world.time + 20
-
- var/mob/living/L = usr
+ next_move = world.time + 20
//Getting out of someone's inventory.
- if(istype(src.loc,/obj/item/weapon/holder))
- var/obj/item/weapon/holder/H = src.loc //Get our item holder.
- var/mob/M = H.loc //Get our mob holder (if any).
-
- if(istype(M))
- M.drop_from_inventory(H)
- M << "[H] wriggles out of your grip!"
- src << "You wriggle out of [M]'s grip!"
- else if(istype(H.loc,/obj/item))
- src << "You struggle free of [H.loc]."
- H.loc = get_turf(H)
-
- if(istype(M))
- for(var/atom/A in M.contents)
- if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
- return
-
- M.status_flags &= ~PASSEMOTES
+ if(istype(src.loc, /obj/item/weapon/holder))
+ escape_inventory(src.loc)
return
- //Resisting control by an alien mind.
- if(istype(src.loc,/mob/living/simple_animal/borer))
- var/mob/living/simple_animal/borer/B = src.loc
- var/mob/living/captive_brain/H = src
-
- H << "You begin doggedly resisting the parasite's control (this will take approximately sixty seconds)."
- B.host << "You feel the captive mind of [src] begin to resist your control."
-
- spawn(rand(200,250)+B.host.brainloss)
-
- if(!B || !B.controlling)
- return
-
- B.host.adjustBrainLoss(rand(5,10))
- H << "With an immense exertion of will, you regain control of your body!"
- B.host << "You feel control of the host brain ripped from your grasp, and retract your probosci before the wild neural impulses can damage you."
-
- B.detatch()
-
- verbs -= /mob/living/carbon/proc/release_control
- verbs -= /mob/living/carbon/proc/punish_host
- verbs -= /mob/living/carbon/proc/spawn_larvae
-
- return
-
//resisting grabs (as if it helps anyone...)
- if ((!( L.stat ) && !( L.restrained() )))
- var/resisting = 0
- for(var/obj/O in L.requests)
- L.requests.Remove(O)
- del(O)
- resisting++
- for(var/obj/item/weapon/grab/G in usr.grabbed_by)
- resisting++
- switch(G.state)
- if(GRAB_PASSIVE)
- del(G)
- if(GRAB_AGGRESSIVE)
- if(prob(60)) //same chance of breaking the grab as disarm
- L.visible_message("[L] has broken free of [G.assailant]'s grip!")
- del(G)
- if(GRAB_NECK)
- //If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
- if (((world.time - G.assailant.l_move_time < 30 || !L.stunned) && prob(15)) || prob(3))
- L.visible_message("[L] has broken free of [G.assailant]'s headlock!")
- del(G)
- if(resisting)
- L.visible_message("[L] resists!")
-
+ if (!restrained())
+ resist_grab()
//unbuckling yourself
- if(L.buckled && (L.last_special <= world.time) )
- if(iscarbon(L))
- var/mob/living/carbon/C = L
- if( C.handcuffed )
- C.next_move = world.time + 100
- C.last_special = world.time + 100
- C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
- for(var/mob/O in viewers(L))
- O.show_message("\red [usr] attempts to unbuckle themself!", 1)
- spawn(0)
- if(do_after(usr, 1200))
- if(!C.buckled)
- return
- for(var/mob/O in viewers(C))
- O.show_message("\red [usr] manages to unbuckle themself!", 1)
- C << "\blue You successfully unbuckle yourself."
- C.buckled.user_unbuckle_mob(C)
- else
- L.buckled.user_unbuckle_mob(L)
+ if(buckled)
+ spawn() escape_buckle()
//Breaking out of a locker?
- else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
- var/breakout_time = 2 //2 minutes by default
+ if( src.loc && (istype(src.loc, /obj/structure/closet)) )
+ var/obj/structure/closet/C = loc
+ spawn() C.mob_breakout(src)
- var/obj/structure/closet/C = L.loc
- if(C.opened)
- return //Door's open... wait, why are you in it's contents then?
- if(istype(L.loc, /obj/structure/closet/secure_closet))
- var/obj/structure/closet/secure_closet/SC = L.loc
- if(!SC.locked && !SC.welded)
- return //It's a secure closet, but isn't locked. Easily escapable from, no need to 'resist'
- else
- if(!C.welded)
- return //closed but not welded...
- // else Meh, lets just keep it at 2 minutes for now
- // breakout_time++ //Harder to get out of welded lockers than locked lockers
+/mob/living/proc/escape_inventory(obj/item/weapon/holder/H)
+ if(H != src.loc) return
+
+ var/mob/M = H.loc //Get our mob holder (if any).
- //okay, so the closet is either welded or locked... resist!!!
- usr.next_move = world.time + 100
- L.last_special = world.time + 100
- L << "\red You lean on the back of \the [C] and start pushing the door open. (this will take about [breakout_time] minutes)"
- for(var/mob/O in viewers(usr.loc))
- O.show_message("\red The [L.loc] begins to shake violently!", 1)
+ if(istype(M))
+ M.drop_from_inventory(H)
+ M << "[H] wriggles out of your grip!"
+ src << "You wriggle out of [M]'s grip!"
+ else if(istype(H.loc,/obj/item))
+ src << "You struggle free of [H.loc]."
+ H.loc = get_turf(H)
+ if(istype(M))
+ for(var/atom/A in M.contents)
+ if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
+ return
- spawn(0)
- if(do_after(usr,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
- if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
- return
+ M.status_flags &= ~PASSEMOTES
- //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
- if(istype(L.loc, /obj/structure/closet/secure_closet))
- var/obj/structure/closet/secure_closet/SC = L.loc
- if(!SC.locked && !SC.welded)
- return
- else
- if(!C.welded)
- return
+/mob/living/proc/escape_buckle()
+ if(buckled)
+ buckled.user_unbuckle_mob(src)
- //Well then break it!
- if(istype(usr.loc, /obj/structure/closet/secure_closet))
- var/obj/structure/closet/secure_closet/SC = L.loc
- SC.desc = "It appears to be broken."
- SC.icon_state = SC.icon_off
- flick(SC.icon_broken, SC)
- sleep(10)
- flick(SC.icon_broken, SC)
- sleep(10)
- SC.broken = 1
- SC.locked = 0
- SC.update_icon()
- usr << "\red You successfully break out!"
- for(var/mob/O in viewers(L.loc))
- O.show_message("\red \the [usr] successfully broke out of \the [SC]!", 1)
- if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
- var/obj/structure/bigDelivery/BD = SC.loc
- BD.attack_hand(usr)
- SC.open()
- else
- C.welded = 0
- C.update_icon()
- usr << "\red You successfully break out!"
- for(var/mob/O in viewers(L.loc))
- O.show_message("\red \the [usr] successfully broke out of \the [C]!", 1)
- if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
- var/obj/structure/bigDelivery/BD = C.loc
- BD.attack_hand(usr)
- C.open()
-
- //drop && roll or breaking out of handcuffs
- else if(iscarbon(L))
- var/mob/living/carbon/CM = L
- if(CM.on_fire && CM.canmove)
- CM.fire_stacks -= 5
- CM.Weaken(3)
- CM.spin(32,2)
- CM.visible_message("[CM] rolls on the floor, trying to put themselves out!", \
- "You stop, drop, and roll!")
- sleep(30)
- if(fire_stacks <= 0)
- CM.visible_message("[CM] has successfully extinguished themselves!", \
- "You extinguish yourself.")
- ExtinguishMob()
- return
- if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
- CM.next_move = world.time + 100
- CM.last_special = world.time + 100
-
- var/can_break_cuffs
- if(HULK in usr.mutations)
- can_break_cuffs = 1
- else if(istype(CM,/mob/living/carbon/human))
- var/mob/living/carbon/human/H = CM
- if(H.species.can_shred(H,1))
- can_break_cuffs = 1
-
- if(can_break_cuffs) //Don't want to do a lot of logic gating here.
- usr << "\red You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
- for(var/mob/O in viewers(CM))
- O.show_message(text("\red [] is trying to break the handcuffs!", CM), 1)
- spawn(0)
- if(do_after(CM, 50))
- if(!CM.handcuffed || CM.buckled)
- return
- for(var/mob/O in viewers(CM))
- O.show_message(text("\red [] manages to break the handcuffs!", CM), 1)
- CM << "\red You successfully break your handcuffs."
- CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
- del(CM.handcuffed)
- CM.handcuffed = null
- if(buckled && buckled.buckle_require_restraints)
- buckled.unbuckle_mob()
- CM.update_inv_handcuffed()
- else
- var/obj/item/weapon/handcuffs/HC = CM.handcuffed
- var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
- var/displaytime = 2 //Minutes to display in the "this will take X minutes."
- if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
- breakouttime = HC.breakouttime
- displaytime = breakouttime / 600 //Minutes
- CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
- for(var/mob/O in viewers(CM))
- O.show_message( "\red [usr] attempts to remove \the [HC]!", 1)
- spawn(0)
- if(do_after(CM, breakouttime))
- if(!CM.handcuffed || CM.buckled)
- return // time leniency for lag which also might make this whole thing pointless but the server
- for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
- O.show_message("\red [CM] manages to remove the handcuffs!", 1)
- CM << "\blue You successfully remove \the [CM.handcuffed]."
- CM.drop_from_inventory(CM.handcuffed)
-
- else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
- CM.next_move = world.time + 100
- CM.last_special = world.time + 100
-
- var/can_break_cuffs
- if(HULK in usr.mutations)
- can_break_cuffs = 1
- else if(istype(CM,/mob/living/carbon/human))
- var/mob/living/carbon/human/H = CM
- if(H.species.can_shred(H,1))
- can_break_cuffs = 1
-
- if(can_break_cuffs) //Don't want to do a lot of logic gating here.
- usr << "\red You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)"
- for(var/mob/O in viewers(CM))
- O.show_message(text("\red [] is trying to break the legcuffs!", CM), 1)
- spawn(0)
- if(do_after(CM, 50))
- if(!CM.legcuffed || CM.buckled)
- return
- for(var/mob/O in viewers(CM))
- O.show_message(text("\red [] manages to break the legcuffs!", CM), 1)
- CM << "\red You successfully break your legcuffs."
- CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
- del(CM.legcuffed)
- CM.legcuffed = null
- CM.update_inv_legcuffed()
- else
- var/obj/item/weapon/legcuffs/HC = CM.legcuffed
- var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
- var/displaytime = 2 //Minutes to display in the "this will take X minutes."
- if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
- breakouttime = HC.breakouttime
- displaytime = breakouttime / 600 //Minutes
- CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
- for(var/mob/O in viewers(CM))
- O.show_message( "\red [usr] attempts to remove \the [HC]!", 1)
- spawn(0)
- if(do_after(CM, breakouttime))
- if(!CM.legcuffed || CM.buckled)
- return // time leniency for lag which also might make this whole thing pointless but the server
- for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
- O.show_message("\red [CM] manages to remove the legcuffs!", 1)
- CM << "\blue You successfully remove \the [CM.legcuffed]."
- CM.drop_from_inventory(CM.legcuffed)
- CM.legcuffed = null
- CM.update_inv_legcuffed()
+/mob/living/proc/resist_grab()
+ var/resisting = 0
+ for(var/obj/O in requests)
+ requests.Remove(O)
+ del(O)
+ resisting++
+ for(var/obj/item/weapon/grab/G in grabbed_by)
+ resisting++
+ switch(G.state)
+ if(GRAB_PASSIVE)
+ del(G)
+ if(GRAB_AGGRESSIVE)
+ if(prob(60)) //same chance of breaking the grab as disarm
+ visible_message("[src] has broken free of [G.assailant]'s grip!")
+ del(G)
+ if(GRAB_NECK)
+ //If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
+ if (((world.time - G.assailant.l_move_time < 30 || !stunned) && prob(15)) || prob(3))
+ visible_message("[src] has broken free of [G.assailant]'s headlock!")
+ del(G)
+ if(resisting)
+ visible_message("[src] resists!")
/mob/living/verb/lay_down()
set name = "Rest"
diff --git a/code/modules/mob/living/simple_animal/borer/borer_captive.dm b/code/modules/mob/living/simple_animal/borer/borer_captive.dm
index eacc058945..79e78b4d5e 100644
--- a/code/modules/mob/living/simple_animal/borer/borer_captive.dm
+++ b/code/modules/mob/living/simple_animal/borer/borer_captive.dm
@@ -32,4 +32,28 @@
M << "The captive mind of [src] whispers, \"[message]\""
/mob/living/captive_brain/emote(var/message)
- return
\ No newline at end of file
+ return
+
+/mob/living/captive_brain/resist()
+ //Resisting control by an alien mind.
+ if(istype(src.loc,/mob/living/simple_animal/borer))
+ var/mob/living/simple_animal/borer/B = src.loc
+ var/mob/living/captive_brain/H = src
+
+ H << "You begin doggedly resisting the parasite's control (this will take approximately sixty seconds)."
+ B.host << "You feel the captive mind of [src] begin to resist your control."
+
+ spawn(rand(200,250)+B.host.brainloss)
+ if(!B || !B.controlling) return
+
+ B.host.adjustBrainLoss(rand(5,10))
+ H << "With an immense exertion of will, you regain control of your body!"
+ B.host << "You feel control of the host brain ripped from your grasp, and retract your probosci before the wild neural impulses can damage you."
+ B.detatch()
+ verbs -= /mob/living/carbon/proc/release_control
+ verbs -= /mob/living/carbon/proc/punish_host
+ verbs -= /mob/living/carbon/proc/spawn_larvae
+
+ return
+
+ ..()
diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm
index 5b375ed8f7..d7ef079ef9 100755
--- a/code/modules/recycling/sortingmachinery.dm
+++ b/code/modules/recycling/sortingmachinery.dm
@@ -15,13 +15,15 @@
var/tag_x
attack_hand(mob/user as mob)
+ unwrap()
+
+ proc/unwrap()
if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = (get_turf(src.loc))
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = 0
del(src)
- return
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/destTagger))