/obj/item/weapon/handcuffs name = "handcuffs" desc = "Use this to keep prisoners in line." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "handcuff" flags = CONDUCT slot_flags = SLOT_BELT throwforce = 5 w_class = 2.0 throw_speed = 2 throw_range = 5 matter = list("metal" = 500) origin_tech = "materials=1" var/dispenser = 0 var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes var/cuff_sound = 'sound/weapons/handcuffs.ogg' /obj/item/weapon/handcuffs/attack(mob/living/carbon/C as mob, mob/user as mob) if (!istype(user, /mob/living/carbon/human)) user << "\red You don't have the dexterity to do this!" return if ((CLUMSY in usr.mutations) && prob(50)) user << "\red Uh ... how do those things work?!" place_handcuffs(user, user) return if(!C.handcuffed) if (C == user) place_handcuffs(user, user) return //check for an aggressive grab for (var/obj/item/weapon/grab/G in C.grabbed_by) if (G.loc == user && G.state >= GRAB_AGGRESSIVE) place_handcuffs(C, user) return user << "\red You need to have a firm grip on [C] before you can put \the [src] on!" /obj/item/weapon/handcuffs/proc/place_handcuffs(var/mob/living/carbon/target, var/mob/user) playsound(src.loc, cuff_sound, 30, 1, -2) if (ishuman(target)) var/mob/living/carbon/human/H = target if (!H.has_organ_for_slot(slot_handcuffed)) user << "\red \The [H] needs at least two wrists before you can cuff them together!" return H.attack_log += text("\[[time_stamp()]\] Has been handcuffed (attempt) by [user.name] ([user.ckey])") user.attack_log += text("\[[time_stamp()]\] Attempted to handcuff [H.name] ([H.ckey])") msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(H)]") var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( ) O.source = user O.target = H O.item = user.get_active_hand() O.s_loc = user.loc O.t_loc = H.loc O.place = "handcuff" H.requests += O spawn( 0 ) feedback_add_details("handcuffs","H") O.process() return if (ismonkey(target)) var/mob/living/carbon/monkey/M = target var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( ) O.source = user O.target = M O.item = user.get_active_hand() O.s_loc = user.loc O.t_loc = M.loc O.place = "handcuff" M.requests += O spawn( 0 ) O.process() return var/last_chew = 0 /mob/living/carbon/human/RestrainedClickOn(var/atom/A) if (A != src) return ..() if (last_chew + 26 > world.time) return var/mob/living/carbon/human/H = A if (!H.handcuffed) return if (H.a_intent != "hurt") return if (H.zone_sel.selecting != "mouth") return if (H.wear_mask) return if (istype(H.wear_suit, /obj/item/clothing/suit/straight_jacket)) return var/datum/organ/external/O = H.organs_by_name[H.hand?"l_hand":"r_hand"] if (!O) return var/s = "\red [H.name] chews on \his [O.display_name]!" H.visible_message(s, "\red You chew on your [O.display_name]!") H.attack_log += text("\[[time_stamp()]\] [s] ([H.ckey])") log_attack("[s] ([H.ckey])") if(O.take_damage(3,0,1,1,"teeth marks")) H:UpdateDamageIcon() last_chew = world.time /obj/item/weapon/handcuffs/cable name = "cable restraints" desc = "Looks like some cables tied together. Could be used to tie something up." icon_state = "cuff_white" breakouttime = 300 //Deciseconds = 30s cuff_sound = 'sound/weapons/cablecuff.ogg' /obj/item/weapon/handcuffs/cable/red color = "#DD0000" /obj/item/weapon/handcuffs/cable/yellow color = "#DDDD00" /obj/item/weapon/handcuffs/cable/blue color = "#0000DD" /obj/item/weapon/handcuffs/cable/green color = "#00DD00" /obj/item/weapon/handcuffs/cable/pink color = "#DD00DD" /obj/item/weapon/handcuffs/cable/orange color = "#DD8800" /obj/item/weapon/handcuffs/cable/cyan color = "#00DDDD" /obj/item/weapon/handcuffs/cable/white color = "#FFFFFF" /obj/item/weapon/handcuffs/cable/attackby(var/obj/item/I, mob/user as mob) ..() if(istype(I, /obj/item/stack/rods)) var/obj/item/stack/rods/R = I if (R.use(1)) var/obj/item/weapon/wirerod/W = new /obj/item/weapon/wirerod user.put_in_hands(W) user << "You wrap the cable restraint around the top of the rod." del(src) update_icon(user) /obj/item/weapon/handcuffs/cyborg dispenser = 1 /obj/item/weapon/handcuffs/cyborg/attack(mob/living/carbon/C as mob, mob/user as mob) if(!C.handcuffed) var/turf/p_loc = user.loc var/turf/p_loc_m = C.loc playsound(src.loc, cuff_sound, 30, 1, -2) user.visible_message("\red [user] is trying to put handcuffs on [C]!") if (ishuman(C)) var/mob/living/carbon/human/H = C if (!H.has_organ_for_slot(slot_handcuffed)) user << "\red \The [H] needs at least two wrists before you can cuff them together!" return spawn(30) if(!C) return if(p_loc == user.loc && p_loc_m == C.loc) C.handcuffed = new /obj/item/weapon/handcuffs(C) C.update_inv_handcuffed()