Files
CHOMPStation2/code/modules/mob/screen.dm
baloh.matevz c948e15873 - Added UI buttons which appear only when you have certain items on you to make toggling some stuff easier and lessen the need to juggle a million items all the time.
Screenshot: (Upper left)
http://www.kamletos.si/object%20ui%20action%20buttons.png

There can be a maximum of 5 of these buttons shown at any one time.

Currently the following items have a UI button associated with them:
- Flashlights
- Hardhat
- RIG suits
- Welding masks
- Jetpacks

To add more buttons, add a button icon_state to icons/mob/screen1_action.dmi, then set the variable icon_action_button to the icon state of the icon you just added. This is all you need to do if you want the default action to be taken when the button is clicked, which is attack_self(). If you don't want the default, you can redefine the ui_action_click() proc. A call of ..() will call attack_self(), so mind when you use that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4193 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-27 15:20:44 +00:00

767 lines
24 KiB
Plaintext

/obj/screen
name = "screen"
icon = 'icons/mob/screen1.dmi'
layer = 20.0
unacidable = 1
var/id = 0.0
var/obj/master
/obj/screen/close
name = "close"
master = null
/obj/screen/close/DblClick()
if (src.master)
src.master:close(usr)
return
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/DblClick()
if(!usr || !owner)
return
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return
if(!(owner in usr))
return
spawn()
owner.ui_action_click()
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/grab
name = "grab"
master = null
/obj/screen/storage
name = "storage"
master = null
/obj/screen/storage/attackby(W, mob/user as mob)
src.master.attackby(W, user)
return
/obj/screen/zone_sel
name = "Damage Zone"
icon = 'icons/mob/zone_sel.dmi'
icon_state = "blank"
var/selecting = "chest"
screen_loc = ui_zonesel
/obj/screen/zone_sel/MouseDown(location, control,params)
// Changes because of 4.0
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
if (icon_y < 2)
return
else if (icon_y < 5)
if ((icon_x > 9 && icon_x < 23))
if (icon_x < 16)
selecting = "r_foot"
else
selecting = "l_foot"
else if (icon_y < 11)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 16)
selecting = "r_leg"
else
selecting = "l_leg"
else if (icon_y < 12)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 14)
selecting = "r_leg"
else if (icon_x < 19)
selecting = "groin"
else
selecting = "l_leg"
else
return
else if (icon_y < 13)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_hand"
else if (icon_x < 13)
selecting = "r_leg"
else if (icon_x < 20)
selecting = "groin"
else if (icon_x < 21)
selecting = "l_leg"
else
selecting = "l_hand"
else
return
else if (icon_y < 14)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_hand"
else if (icon_x < 21)
selecting = "groin"
else
selecting = "l_hand"
else
return
else if (icon_y < 16)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 13)
selecting = "r_hand"
else if (icon_x < 20)
selecting = "chest"
else
selecting = "l_hand"
else
return
else if (icon_y < 23)
if ((icon_x > 7 && icon_x < 25))
if (icon_x < 12)
selecting = "r_arm"
else if (icon_x < 21)
selecting = "chest"
else
selecting = "l_arm"
else
return
else if (icon_y < 24)
if ((icon_x > 11 && icon_x < 21))
selecting = "chest"
else
return
else if (icon_y < 25)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 16)
selecting = "head"
else if (icon_x < 17)
selecting = "mouth"
else
selecting = "head"
else
return
else if (icon_y < 26)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 18)
selecting = "mouth"
else
selecting = "head"
else
return
else if (icon_y < 27)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 16)
selecting = "eyes"
else if (icon_x < 17)
selecting = "mouth"
else if (icon_x < 18)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 28)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 14)
selecting = "head"
else if (icon_x < 19)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 29)
if ((icon_x > 11 && icon_x < 21))
if (icon_x < 15)
selecting = "head"
else if (icon_x < 16)
selecting = "eyes"
else if (icon_x < 17)
selecting = "head"
else if (icon_x < 18)
selecting = "eyes"
else
selecting = "head"
else
return
else if (icon_y < 31)
if ((icon_x > 11 && icon_x < 21))
selecting = "head"
else
return
else
return
overlays = null
overlays += image("icon" = 'icons/mob/zone_sel.dmi', "icon_state" = text("[]", selecting))
return
/obj/screen/grab/Click()
master:s_click(src)
return
/obj/screen/grab/DblClick()
master:s_dbclick(src)
return
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/MouseEntered(object,location,control,params)
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
return
switch(name)
/*
if("other")
if (usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()*/
if("act_intent")
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
usr.hud_used.action_intent.icon_state = "intent_[usr.a_intent]"
/obj/screen/MouseExited(object,location,control,params)
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
return
switch(name)
if("act_intent")
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
var/intent = usr.a_intent
if(intent == "hurt")
intent = "harm" //hurt and harm have different sprite names for some reason.
usr.hud_used.action_intent.icon_state = "[intent]"
/obj/screen/Click(location, control, params)
switch(name)
if("map")
usr.clearmap()
if("other")
if (usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
var/obj/item/I = usr.get_active_hand()
if(!I)
usr << "\blue You are not holding anything to equip."
return
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.equip_to_appropriate_slot(I)
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("maprefresh")
var/obj/machinery/computer/security/seccomp = usr.machine
if(seccomp!=null)
seccomp.drawmap(usr)
else
usr.clearmap()
if("arrowleft")
switch(usr.a_intent)
if("help")
if(issilicon(usr))
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("disarm")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("hurt")
if(issilicon(usr))
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("arrowright")
switch(usr.a_intent)
if("help")
if(issilicon(usr))
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
if(issilicon(usr))
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("mov_intent")
if(usr.legcuffed)
usr << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
usr.m_intent = "walk" //Just incase
usr.hud_used.move_intent.icon_state = "walking"
return
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
if("m_intent")
if (!( usr.m_int ))
switch(usr.m_intent)
if("run")
usr.m_int = "13,14"
if("walk")
usr.m_int = "14,14"
if("face")
usr.m_int = "15,14"
else
usr.m_int = null
if("walk")
usr.m_intent = "walk"
usr.m_int = "14,14"
if("face")
usr.m_intent = "face"
usr.m_int = "15,14"
if("run")
usr.m_intent = "run"
usr.m_int = "13,14"
if("Reset Machine")
usr.machine = null
if("internal")
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
if (usr.internal)
usr.internal = null
usr << "\blue No longer running on internals."
if (usr.internals)
usr.internals.icon_state = "internal0"
else
if(ishuman(usr))
if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
usr << "\red You are not wearing a mask"
return
else
if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]."
usr.internal = usr:s_store
else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:belt] on your belt."
usr.internal = usr:belt
else if (istype(usr:l_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket."
usr.internal = usr:l_store
else if (istype(usr:r_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket."
usr.internal = usr:r_store
else if (istype(usr.back, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.back] on your back."
usr.internal = usr.back
else if (istype(usr.l_hand, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand."
usr.internal = usr.l_hand
else if (istype(usr.r_hand, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand."
usr.internal = usr.r_hand
if (usr.internal)
//for(var/mob/M in viewers(usr, 1))
// M.show_message(text("[] is now running on internals.", usr), 1)
if (usr.internals)
usr.internals.icon_state = "internal1"
else
usr << "\blue You don't have an oxygen tank."
if("act_intent")
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
switch(usr.a_intent)
if("help")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "intent_disarm"
if("disarm")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "intent_grab"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "intent_hurt"
if("hurt")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "intent_help"
/*if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
else
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects*/ //Small intent icons
if(issilicon(usr))
if(usr.a_intent == "help")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("help")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
usr.hud_used.show_intent_icons = 0
if("harm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
usr.hud_used.show_intent_icons = 0
if("grab")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
usr.hud_used.show_intent_icons = 0
if("disarm")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
usr.hud_used.show_intent_icons = 0
if("pull")
usr.stop_pulling()
if("throw")
if (!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
if("module")
if(issilicon(usr))
if(usr:module)
return
usr:pick_module()
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(issilicon(usr))
usr:uneq_active()
if("module1")
if(usr:module_state_1)
if(usr:module_active != usr:module_state_1)
usr:inv1.icon_state = "inv1 +a"
usr:inv2.icon_state = "inv2"
usr:inv3.icon_state = "inv3"
usr:module_active = usr:module_state_1
else
usr:inv1.icon_state = "inv1"
usr:module_active = null
if("module2")
if(usr:module_state_2)
if(usr:module_active != usr:module_state_2)
usr:inv1.icon_state = "inv1"
usr:inv2.icon_state = "inv2 +a"
usr:inv3.icon_state = "inv3"
usr:module_active = usr:module_state_2
else
usr:inv2.icon_state = "inv2"
usr:module_active = null
if("module3")
if(usr:module_state_3)
if(usr:module_active != usr:module_state_3)
usr:inv1.icon_state = "inv1"
usr:inv2.icon_state = "inv2"
usr:inv3.icon_state = "inv3 +a"
usr:module_active = usr:module_state_3
else
usr:inv3.icon_state = "inv3"
usr:module_active = null
if("radar")
usr:close_radar()
if("radar closed")
usr:start_radar()
else
DblClick()
return
/obj/screen/attack_hand(mob/user as mob, using)
user.db_click(name, using)
return
/obj/screen/attack_paw(mob/user as mob, using)
user.db_click(name, using)
return
/mob/living/carbon/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping)
usr << "\red You are already sleeping"
return
else
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
usr.sleeping = 20 //Short nap
/mob/living/carbon/verb/lay_down()
set name = "Lay down / Get up"
set category = "IC"
usr.resting = !( usr.resting )
usr << "\blue You are now [(usr.resting) ? "resting" : "getting up"]"
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
var/mob/living/L = usr
//resisting grabs (as if it helps anyone...)
if ((!( L.stat ) && L.canmove && !( L.restrained() )))
var/resisting = 0
for(var/obj/O in L.requests)
del(O)
resisting++
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
resisting++
if (G.state == 1)
del(G)
else
if (G.state == 2)
if (prob(25))
for(var/mob/O in viewers(L, null))
O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
del(G)
else
if (G.state == 3)
if (prob(5))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
del(G)
if(resisting)
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red <B>[] resists!</B>", L), 1)
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
if( L.handcuffed )
L.next_move = world.time + 100
L.last_special = world.time + 100
L << "\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 <B>[usr] attempts to unbuckle themself!</B>", 1)
spawn(0)
if(do_after(usr, 1200))
if(!L.buckled)
return
for(var/mob/O in viewers(L))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
L << "\blue You successfully unbuckle yourself."
L.buckled.manual_unbuckle(L)
else
L.buckled.manual_unbuckle(L)
//Breaking out of a locker?
else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
var/breakout_time = 2 //2 minutes by default
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
//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 <B>The [L.loc] begins to shake violently!</B>", 1)
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
//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
//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
usr << "\red You successfully break out!"
for(var/mob/O in viewers(L.loc))
O.show_message("\red <B>\the [usr] successfully broke out of \the [SC]!</B>", 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
usr << "\red You successfully break out!"
for(var/mob/O in viewers(L.loc))
O.show_message("\red <B>\the [usr] successfully broke out of \the [C]!</B>", 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()
//breaking out of handcuffs
else if(iscarbon(L))
var/mob/living/carbon/CM = L
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
CM.next_move = world.time + 100
CM.last_special = world.time + 100
if(isalienadult(CM) || (HULK in usr.mutations) || (SUPRSTR in CM.augmentations))//Don't want to do a lot of logic gating here.
usr << "\green 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 <B>[] is trying to break the handcuffs!</B>", 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 <B>[] manages to break the handcuffs!</B>", CM), 1)
CM << "\green You successfully break your handcuffs."
del(CM.handcuffed)
CM.handcuffed = null
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 <B>[usr] attempts to remove \the [HC]!</B>", 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 <B>[CM] manages to remove the handcuffs!</B>", 1)
CM << "\blue You successfully remove \the [CM.handcuffed]."
CM.handcuffed.loc = usr.loc
CM.handcuffed = null
CM.update_inv_handcuffed()
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
CM.next_move = world.time + 100
CM.last_special = world.time + 100
if(isalienadult(CM) || (HULK in usr.mutations) || (SUPRSTR in CM.augmentations))//Don't want to do a lot of logic gating here.
usr << "\green 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 <B>[] is trying to break the legcuffs!</B>", 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 <B>[] manages to break the legcuffs!</B>", CM), 1)
CM << "\green You successfully break your legcuffs."
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 <B>[usr] attempts to remove \the [HC]!</B>", 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 <B>[CM] manages to remove the legcuffs!</B>", 1)
CM << "\blue You successfully remove \the [CM.legcuffed]."
CM.legcuffed.loc = usr.loc
CM.legcuffed = null
CM.update_inv_legcuffed()