Made mousetraps an assembly.

The path has changed from /obj/item/weapon/mousetrap to /obj/item/device/assembly/mousetrap
Deleted mousetraps.dm, and removed the original define from weapon.dm

Added a new /obj/item proc, on_found(). It's called when pockets are emptied, and whenever someone looks in a storage item. Currently used only by mousetraps and facehuggers~

Updated the map with path changes.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4969 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-10-27 16:39:52 +00:00
parent bc933cc10b
commit ce8d8be416
15 changed files with 179 additions and 154 deletions

View File

@@ -62,11 +62,11 @@
update_icon()
overlays = null
if(a_left)
overlays += "[initial(a_left.icon_state)]_left" //the initial() is probably unnecessary, but you just know
for(var/O in a_left.attached_overlays) //someone is gonna fuck around with the icon_state in the future
overlays += "[a_left.icon_state]_left"
for(var/O in a_left.attached_overlays)
overlays += "[O]_l"
if(a_right)
src.overlays += "[initial(a_right.icon_state)]_right"
src.overlays += "[a_right.icon_state]_right"
for(var/O in a_right.attached_overlays)
overlays += "[O]_r"
if(master)
@@ -98,7 +98,26 @@
a_right.HasProximity(AM)
if(special_assembly)
special_assembly.HasProximity(AM)
return
HasEntered(atom/movable/AM as mob|obj)
if(a_left)
a_left.HasEntered(AM)
if(a_right)
a_right.HasEntered(AM)
if(special_assembly)
special_assembly.HasEntered(AM)
on_found(mob/finder as mob)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
if(special_assembly)
if(istype(special_assembly, /obj/item))
var/obj/item/S = special_assembly
S.on_found(finder)
Move()

View File

@@ -7,9 +7,6 @@
w_amt = 10
origin_tech = "magnets=1"
secured = 1
activate()
if(!..()) return 0//Cooldown check
var/turf/location = get_turf(loc)

View File

@@ -0,0 +1,115 @@
/obj/item/device/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
m_amt = 100
w_amt = 10
origin_tech = "combat=1"
var/armed = 0
examine()
..()
if(armed)
usr << "It looks like it's armed."
update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
proc/triggered(mob/target as mob, var/type = "feet")
if(!armed)
return
var/datum/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_organ(pick("l_leg", "r_leg"))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_organ(type)
H.Stun(3)
if(affecting)
if(affecting.take_damage(1, 0))
H.UpdateDamageIcon()
H.updatehealth()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("\red <b>SPLAT!</b>")
M.splat()
playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
attack_self(mob/living/user as mob)
if(!armed)
user << "<span class='notice'>You arm [src].</span>"
else
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
user << "<span class='notice'>You disarm [src].</span>"
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
attack_hand(mob/living/user as mob)
if(armed)
if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
..()
HasEntered(AM as mob|obj)
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
if(ismouse(AM))
triggered(AM)
..()
on_found(mob/finder as mob)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, finder.hand ? "l_hand" : "r_hand")
return 1 //end the search!
return 0
hitby(A as mob|obj)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [A].</span>")
triggered(null)
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1