Files
CHOMPStation2/code/modules/mob/screen.dm
2013-06-05 19:43:01 +04:00

803 lines
24 KiB
Plaintext

/obj/screen
name = ""
icon = 'icons/mob/screen1.dmi'
layer = 20.0
unacidable = 1
var/id = 0.0
var/obj/master
var/gun_click_time = -100 //I'm lazy.
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id
/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()
switch(owner.icon_action_button)
if("action_hardhat", "action_welding")
usr.update_inv_head()
if("action_welding_g")
usr.update_inv_glasses()
if("action_jetpack")
usr.update_inv_back()
//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/attack_hand(mob/user)
if(master)
var/obj/item/I = user.get_active_hand()
if(I)
master.attackby(I, user)
/obj/screen/zone_sel
name = "Damage Zone"
icon = 'icons/mob/screen1.dmi'
icon_state = "zone_sel"
var/selecting = "chest"
screen_loc = ui_zonesel
/obj/screen/gun
name = "gun"
icon = 'screen1.dmi'
master = null
dir = 2
move
name = "Allow Walking"
icon_state = "no_walk0"
screen_loc = ui_gun2
run
name = "Allow Running"
icon_state = "no_run0"
screen_loc = ui_gun3
item
name = "Allow Item Use"
icon_state = "no_item0"
screen_loc = ui_gun1
mode
name = "Toggle Gun Mode"
icon_state = "gun0"
screen_loc = ui_gun_select
//dir = 1
/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.Cut()
overlays += image('icons/mob/zone_sel.dmi', "[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("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)
if(!usr) return
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")
usr.quick_equip()
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("mov_intent")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
C.m_intent = "walk" //Just incase
C.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.unset_machine()
if("internal")
if (( !usr.stat && !usr.stunned && !usr.paralysis && !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(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"
else
usr.a_intent_change("right")
if("help")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "intent_help"
if("harm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "intent_hurt"
if("grab")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "intent_grab"
if("disarm")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "intent_disarm"
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("Allow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetMove()
gun_click_time = world.time
if("Disallow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetMove()
gun_click_time = world.time
if("Allow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetRun()
gun_click_time = world.time
if("Disallow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetRun()
gun_click_time = world.time
if("Allow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetClick()
gun_click_time = world.time
if("Disallow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.equipped(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetClick()
gun_click_time = world.time
if("Toggle Gun Mode")
usr.client.ToggleGunMode()
else
DblClick()
return
/obj/screen/inventory/attack_hand(mob/user as mob)
user.attack_ui(slot_id)
user.update_inv_l_hand(0)
user.update_inv_r_hand()
return
/obj/screen/inventory/attack_paw(mob/user as mob)
user.attack_ui(slot_id)
user.update_inv_l_hand(0)
user.update_inv_r_hand()
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/verb/lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
src << "\blue You are now [resting ? "resting" : "getting up"]"
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
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)
H.update_inv_l_hand(0)
H.update_inv_r_hand()
/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)
L.requests.Remove(O)
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(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 <B>[usr] attempts to unbuckle themself!</B>", 1)
spawn(0)
if(do_after(usr, 1200))
if(!C.buckled)
return
for(var/mob/O in viewers(C))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
C << "\blue You successfully unbuckle yourself."
C.buckled.manual_unbuckle(C)
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))//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 <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 << "\red You successfully break your handcuffs."
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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))//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 <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 << "\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 <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()