mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-21 16:06:58 +01:00
697 lines
23 KiB
Plaintext
697 lines
23 KiB
Plaintext
/**
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* returns everyone we're grabbing associated to state
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*/
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/mob/proc/get_grabbing()
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RETURN_TYPE(/list)
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. = list()
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for(var/obj/item/grab/G in get_held_items())
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.[G.affecting] = G.state
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/**
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* returns everyone we're grabbing that are at least the given grab state
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*/
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/mob/proc/get_grabbing_of_state(state)
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RETURN_TYPE(/list)
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. = list()
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for(var/obj/item/grab/G in get_held_items())
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if(G.state < state)
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continue
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. += G.affecting
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/**
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* returns everyone we're grabbing, recursively; this can include ourselves!
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*
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* @return grabbed mobs associated to states
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*/
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/mob/proc/get_grabbing_recursive(list/L = list(), safety = 15, list/processed = list())
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RETURN_TYPE(/list)
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if(processed[src])
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return
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processed[src] = TRUE
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if(safety <= 0)
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CRASH("infinite loop guard tripped")
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. = L
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for(var/obj/item/grab/G in get_held_items())
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.[G.affecting] = max(.[G.affecting], G.state)
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G.affecting.get_grabbing_recursive(., --safety, processed)
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/**
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* check the grab state of us to someone
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*
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* @return grab state, or null
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*/
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/mob/proc/check_grab(mob/M)
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for(var/obj/item/grab/G in get_held_items())
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if(G.affecting == M)
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return G.state
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/**
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* drops our grab to someone immediately
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*/
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/mob/proc/drop_grab(mob/M)
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for(var/obj/item/grab/G in get_held_items())
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if(G.affecting == M)
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qdel(G)
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/**
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* drops all grabs immediately
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*/
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/mob/proc/drop_grabs()
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for(var/obj/item/grab/G in get_held_items())
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qdel(G)
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/**
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* are we being grabbed
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*
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* @return null, or highest state
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*/
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/mob/proc/is_grabbed()
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for(var/mob/M as anything in grabbed_by)
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. = max(., M.check_grab(src))
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/**
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* are we being grabbed by someone
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*
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* @return null, or state
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*/
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/mob/proc/is_grabbed_by(mob/M)
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return (M in grabbed_by)? M.check_grab(src) : null
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#define UPGRADE_COOLDOWN 40
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#define UPGRADE_KILL_TIMER 100
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are grabbing or being grabbed by anything and if moving will affect your grab.
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/client/proc/Process_Grab()
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//if we are being grabbed
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if(isliving(mob))
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var/mob/living/L = mob
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if(!CHECK_MOBILITY(L, MOBILITY_CAN_MOVE) && L.grabbed_by.len)
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L.resist() //shortcut for resisting grabs
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//if we are grabbing someone
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for(var/obj/item/grab/G in L.get_held_items_of_type(/obj/item/grab))
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G.reset_kill_state() //no wandering across the station/asteroid while choking someone
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// TODO: refactor this and perform logging in attackchain instead of here
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/obj/item/grab
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name = "grab"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "reinforce"
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item_flags = ITEM_ABSTRACT | ITEM_DROPDEL | ITEM_ENCUMBERS_WHILE_HELD | ITEM_NO_BLUDGEON
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atom_flags = ATOM_ABSTRACT
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drop_sound = null
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pickup_sound = null
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equip_sound = null
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unequip_sound = null
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var/atom/movable/screen/grab/hud = null
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var/mob/living/affecting = null
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var/mob/living/assailant = null
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var/state = GRAB_PASSIVE
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var/allow_upgrade = 1
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var/last_action = 0
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var/last_hit_zone = 0
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var/force_down //determines if the affecting mob will be pinned to the ground
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var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
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item_state = "nothing"
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w_class = WEIGHT_CLASS_HUGE
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/obj/item/grab/Initialize(mapload, mob/victim)
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. = ..()
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var/mob/user = loc
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assailant = user
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affecting = victim
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add_attack_logs(assailant,affecting,"Grab Initialized")
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if(affecting.anchored || !assailant.Adjacent(victim) || affecting.buckled)
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affecting = null
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assailant = null
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return INITIALIZE_HINT_QDEL
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affecting.grabbed_by += src
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affecting.reveal("<span class='warning'>You are revealed as [assailant] grabs you.</span>")
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assailant.reveal("<span class='warning'>You reveal yourself as you grab [affecting].</span>")
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hud = new /atom/movable/screen/grab(src)
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hud.icon_state = "reinforce"
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icon_state = "grabbed"
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hud.name = "reinforce grab"
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hud.master = src
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vis_contents += hud
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//check if assailant is grabbed by victim as well
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if(assailant.grabbed_by)
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for (var/obj/item/grab/G in assailant.grabbed_by)
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if(G.assailant == affecting && G.affecting == assailant)
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G.dancing = 1
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G.adjust_position()
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dancing = 1
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//stop pulling the affected
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if(assailant.pulling == affecting)
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assailant.stop_pulling()
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adjust_position()
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/obj/item/grab/process(delta_time)
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if(QDELETED(src)) // GC is trying to delete us, we'll kill our processing so we can cleanly GC
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return PROCESS_KILL
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confirm()
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if(!assailant)
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qdel(src) // Same here, except we're trying to delete ourselves.
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return PROCESS_KILL
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if(assailant.client)
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assailant.client.screen -= hud
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assailant.client.screen += hud
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if(state <= GRAB_AGGRESSIVE)
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allow_upgrade = 1
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//disallow upgrading if we're grabbing more than one person
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if(length(assailant.get_grabbing()) > 1)
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allow_upgrade = 0
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//disallow upgrading past aggressive if we're being grabbed aggressively
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for(var/obj/item/grab/G in affecting.grabbed_by)
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if(G == src) continue
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if(G.state >= GRAB_AGGRESSIVE)
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allow_upgrade = 0
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if(allow_upgrade)
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if(state < GRAB_AGGRESSIVE)
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hud.icon_state = "reinforce"
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else
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hud.icon_state = "reinforce1"
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else
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hud.icon_state = "!reinforce"
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if(state >= GRAB_AGGRESSIVE)
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affecting.drop_held_items()
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if(iscarbon(affecting))
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handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
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if(force_down)
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if(affecting.loc != assailant.loc || size_difference(affecting, assailant) > 0)
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force_down = 0
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else
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affecting.afflict_knockdown(3 SECONDS)
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affecting.afflict_root(3 SECONDS)
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affecting.afflict_daze(3 SECONDS)
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if(state >= GRAB_NECK)
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affecting.afflict_stun(20 * 3)
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if(state >= GRAB_KILL)
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//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
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affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
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affecting.afflict_paralyze(20 * 5) //Should keep you down unless you get help.
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affecting.losebreath = max(affecting.losebreath + 2, 3)
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adjust_position()
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/obj/item/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
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var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
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last_hit_zone = target_zone
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switch(target_zone)
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if(O_MOUTH)
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if(announce)
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user.visible_message("<span class='warning'>\The [user] covers [target]'s mouth!</span>")
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if(target.silent < 3)
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target.silent = 3
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if(O_EYES)
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if(announce)
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assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
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if(!affecting.has_status_effect(/datum/status_effect/sight/blindness))
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affecting.apply_status_effect(/datum/status_effect/sight/blindness, 3 SECONDS)
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/obj/item/grab/attack_self(mob/user, datum/event_args/actor/actor)
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. = ..()
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if(.)
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return
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return s_click(hud)
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/obj/item/grab/throw_resolve_actual(mob/user)
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if(affecting.buckled)
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return
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if(state < GRAB_AGGRESSIVE)
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return
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animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1)
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return affecting
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/obj/item/grab/throw_resolve_finalize(atom/movable/resolver, mob/user)
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qdel(src)
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/obj/item/grab/throw_resolve_override(atom/movable/resolved, mob/user)
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return TRUE
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// TODO: should this maybe use melee_attack/melee_impact?
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/obj/item/grab/using_as_item(atom/target, datum/event_args/actor/clickchain/clickchain, clickchain_flags)
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. = ..()
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if(. & CLICKCHAIN_FLAGS_INTERACT_ABORT)
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return
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if(QDELETED(src))
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. |= CLICKCHAIN_DO_NOT_PROPAGATE
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return
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if(!affecting)
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return
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if(world.time < (last_action + 20))
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return
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last_action = world.time
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reset_kill_state() //using special grab moves will interrupt choking them
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//clicking on the victim while grabbing them
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if(target == affecting)
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if(ishuman(affecting))
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var/mob/living/carbon/human/H = affecting
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var/hit_zone = clickchain.target_zone
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flick(hud.icon_state, hud)
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switch(clickchain.using_intent)
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if(INTENT_HELP)
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if(force_down)
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to_chat(assailant, "<span class='warning'>You are no longer pinning [affecting] to the ground.</span>")
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force_down = 0
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return
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if(state >= GRAB_AGGRESSIVE)
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H.apply_pressure(assailant, hit_zone)
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else
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inspect_organ(affecting, assailant, hit_zone)
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if(INTENT_DISARM)
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pin_down(affecting, assailant)
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if(INTENT_GRAB)
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jointlock(affecting, assailant, hit_zone)
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if(INTENT_HARM)
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if(hit_zone == O_EYES)
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attack_eye(affecting, assailant)
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else if(hit_zone == BP_HEAD)
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headbutt(affecting, assailant)
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else
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dislocate(affecting, assailant, hit_zone)
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. |= CLICKCHAIN_DID_SOMETHING
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else
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if(clickchain.using_intent != INTENT_HARM)
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return
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// TODO: don't do hard stuns, maybe have this differ for each object?
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switch(state)
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if(GRAB_PASSIVE)
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clickchain.visible_feedback(
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target = target,
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range = MESSAGE_RANGE_COMBAT_LOUD,
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visible = SPAN_DANGER("[clickchain.performer] shoves [affecting] against \the [target]!")
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)
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affecting.take_random_targeted_damage(brute = 10)
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affecting.afflict_knockdown(0.5 SECONDS)
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if(GRAB_AGGRESSIVE)
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clickchain.visible_feedback(
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target = target,
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range = MESSAGE_RANGE_COMBAT_LOUD,
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visible = SPAN_DANGER("[clickchain.performer] slams [affecting] against \the [target]!")
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)
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affecting.take_random_targeted_damage(brute = 20)
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affecting.afflict_paralyze(1 SECONDS)
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affecting.afflict_knockdown(2 SECONDS)
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if(GRAB_NECK, GRAB_KILL)
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clickchain.visible_feedback(
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target = target,
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range = MESSAGE_RANGE_COMBAT_LOUD,
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visible = SPAN_DANGER("[clickchain.performer] smashes [affecting] against \the [target]!")
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)
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affecting.take_random_targeted_damage(brute = 30)
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affecting.afflict_paralyze(2.75 SECONDS)
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affecting.afflict_knockdown(3.5 SECONDS)
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qdel(src)
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clickchain.data[ACTOR_DATA_GRAB_LOG] = "slam [key_name(affecting)] ([ref(affecting)]) into [target] ([target.type]) ([ref(target)])"
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. |= CLICKCHAIN_DO_NOT_PROPAGATE | CLICKCHAIN_DID_SOMETHING
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//clicking on yourself while grabbing them
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if(target == assailant && state >= GRAB_AGGRESSIVE)
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devour(affecting, assailant)
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//Updating pixelshift, position and direction
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//Gets called on process, when the grab gets upgraded or the assailant moves
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/obj/item/grab/proc/adjust_position()
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if(QDELETED(src))
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return
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if(!affecting)
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qdel(src)
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return
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if(affecting.buckled)
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animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1, LINEAR_EASING)
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return
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if(affecting.lying && state != GRAB_KILL)
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animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
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if(force_down)
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affecting.setDir(SOUTH) //face up
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return
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var/shift = 0
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var/adir = get_dir(assailant, affecting)
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affecting.set_base_layer(MOB_LAYER)
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switch(state)
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if(GRAB_PASSIVE)
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shift = 8
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if(dancing) //look at partner
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shift = 10
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assailant.setDir(get_dir(assailant, affecting))
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if(GRAB_AGGRESSIVE)
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shift = 12
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if(GRAB_NECK)
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shift = -10
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adir = assailant.dir
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affecting.forceMove(assailant.loc)
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affecting.setDir(assailant.dir)
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if(GRAB_KILL)
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shift = 0
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adir = 1
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affecting.forceMove(assailant.loc)
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affecting.setDir(SOUTH) //face up
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switch(adir)
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if(NORTH)
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animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y =-shift, 5, 1, LINEAR_EASING)
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affecting.set_base_layer(BELOW_MOB_LAYER)
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if(SOUTH)
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animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = shift, 5, 1, LINEAR_EASING)
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if(WEST)
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animate(affecting, pixel_x = shift, pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
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if(EAST)
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animate(affecting, pixel_x =-shift, pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
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/obj/item/grab/proc/s_click(atom/movable/screen/S)
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if(QDELETED(src))
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return
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if(!affecting)
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return
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if(!assailant.canClick())
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return
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if(world.time < (last_action + UPGRADE_COOLDOWN))
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return
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if(!CHECK_ALL_MOBILITY(assailant, MOBILITY_CAN_USE | MOBILITY_IS_STANDING))
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qdel(src)
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return
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var/datum/gender/TU = GLOB.gender_datums[assailant.get_visible_gender()]
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last_action = world.time
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if(state < GRAB_AGGRESSIVE)
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if(!allow_upgrade)
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return
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if(!affecting.lying || size_difference(affecting, assailant) > 0)
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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else
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assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
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apply_pinning(affecting, assailant)
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state = GRAB_AGGRESSIVE
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add_attack_logs(assailant,affecting,"Aggressively grabbed")
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icon_state = "grabbed1"
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hud.icon_state = "reinforce1"
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else if(state < GRAB_NECK)
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if(isslime(affecting))
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to_chat(assailant, "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>")
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return
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assailant.visible_message("<span class='warning'>[assailant] has reinforced [TU.his] grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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assailant.setDir(get_dir(assailant, affecting))
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add_attack_logs(assailant,affecting,"Neck grabbed")
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hud.icon_state = "kill"
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hud.name = "kill"
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affecting.afflict_stun(20 * 10) //10 ticks of ensured grab
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else if(state < GRAB_KILL)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten [TU.his] grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill1"
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened [TU.his] grip on [affecting]'s neck!</span>")
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add_attack_logs(assailant,affecting,"Strangled")
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affecting.setClickCooldownLegacy(10)
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affecting.AdjustLosebreath(1)
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affecting.setDir(WEST)
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adjust_position()
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/grab/proc/confirm()
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if(!assailant || !affecting)
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qdel(src)
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return 0
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if(affecting)
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if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
|
|
qdel(src)
|
|
return 0
|
|
|
|
return 1
|
|
|
|
/obj/item/grab/proc/reset_kill_state()
|
|
if(state == GRAB_KILL)
|
|
var/datum/gender/T = GLOB.gender_datums[assailant.get_visible_gender()]
|
|
assailant.visible_message("<span class='warning'>[assailant] lost [T.his] tight grip on [affecting]'s neck!</span>")
|
|
hud.icon_state = "kill"
|
|
state = GRAB_NECK
|
|
|
|
/obj/item/grab/proc/handle_resist()
|
|
var/grab_name
|
|
var/break_strength = 1
|
|
var/list/break_chance_table = list(100)
|
|
switch(state)
|
|
//if(GRAB_PASSIVE)
|
|
|
|
if(GRAB_AGGRESSIVE)
|
|
grab_name = "grip"
|
|
//Being knocked down makes it harder to break a grab, so it is easier to cuff someone who is down without forcing them into unconsciousness.
|
|
if(!affecting.incapacitated(INCAPACITATION_KNOCKDOWN))
|
|
break_strength++
|
|
break_chance_table = list(15, 60, 100)
|
|
|
|
if(GRAB_NECK)
|
|
grab_name = "headlock"
|
|
//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 - assailant.l_move_time < 30 || !affecting.is_stunned())
|
|
break_strength++
|
|
break_chance_table = list(3, 18, 45, 100)
|
|
|
|
|
|
if(GRAB_KILL)
|
|
grab_name = "stranglehold"
|
|
break_chance_table = list(5, 20, 40, 80, 100)
|
|
|
|
//It's easier to break out of a grab by a smaller mob
|
|
break_strength += max(size_difference(affecting, assailant), 0)
|
|
|
|
var/break_chance = break_chance_table[clamp(break_strength, 1, break_chance_table.len)]
|
|
if(prob(break_chance))
|
|
if(state == GRAB_KILL)
|
|
reset_kill_state()
|
|
return
|
|
else if(grab_name)
|
|
affecting.visible_message("<span class='warning'>[affecting] has broken free of [assailant]'s [grab_name]!</span>")
|
|
qdel(src)
|
|
|
|
//returns the number of size categories between affecting and assailant, rounded. Positive means A is larger than B
|
|
/obj/item/grab/proc/size_difference(mob/A, mob/B)
|
|
return mob_size_difference(A.mob_size, B.mob_size)
|
|
|
|
/obj/item/grab/Destroy()
|
|
if(affecting)
|
|
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1, LINEAR_EASING)
|
|
affecting.reset_plane_and_layer()
|
|
affecting.grabbed_by -= src
|
|
affecting = null
|
|
if(assailant)
|
|
if(assailant.client)
|
|
assailant.client.screen -= hud
|
|
assailant = null
|
|
qdel(hud)
|
|
hud = null
|
|
return ..()
|
|
|
|
|
|
/obj/item/grab/proc/inspect_organ(mob/living/carbon/human/H, mob/user, var/target_zone)
|
|
|
|
var/obj/item/organ/external/E = H.get_organ(target_zone)
|
|
|
|
if(!E || E.is_stump())
|
|
to_chat(user, "<span class='notice'>[H] is missing that bodypart.</span>")
|
|
return
|
|
|
|
user.visible_message("<span class='notice'>[user] starts inspecting [affecting]'s [E.name] carefully.</span>")
|
|
if(!do_mob(user,H, 10))
|
|
to_chat(user, "<span class='notice'>You must stand still to inspect [E] for wounds.</span>")
|
|
else if(length(E.wounds))
|
|
to_chat(user, "<span class='warning'>You find [E.get_wounds_desc()]</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>You find no visible wounds.</span>")
|
|
|
|
to_chat(user, "<span class='notice'>Checking bones now...</span>")
|
|
if(!do_mob(user, H, 20))
|
|
to_chat(user, "<span class='notice'>You must stand still to feel [E] for fractures.</span>")
|
|
else if(E.status & ORGAN_BROKEN)
|
|
to_chat(user, "<span class='warning'>The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!</span>")
|
|
H.custom_pain("Your [E.name] hurts where it's poked.", 40)
|
|
else
|
|
to_chat(user, "<span class='notice'>The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine.</span>")
|
|
|
|
to_chat(user, "<span class='notice'>Checking skin now...</span>")
|
|
if(!do_mob(user, H, 10))
|
|
to_chat(user, "<span class='notice'>You must stand still to check [H]'s skin for abnormalities.</span>")
|
|
else
|
|
var/bad = 0
|
|
if(H.getToxLoss() >= 40)
|
|
to_chat(user, "<span class='warning'>[H] has an unhealthy skin discoloration.</span>")
|
|
bad = 1
|
|
if(H.getOxyLoss() >= 20)
|
|
to_chat(user, "<span class='warning'>[H]'s skin is unusaly pale.</span>")
|
|
bad = 1
|
|
if(E.status & ORGAN_DEAD)
|
|
to_chat(user, "<span class='warning'>[E] is decaying!</span>")
|
|
bad = 1
|
|
if(!bad)
|
|
to_chat(user, "<span class='notice'>[H]'s skin is normal.</span>")
|
|
|
|
/obj/item/grab/proc/jointlock(mob/living/carbon/human/target, mob/attacker, var/target_zone)
|
|
if(state < GRAB_AGGRESSIVE)
|
|
to_chat(attacker, "<span class='warning'>You require a better grab to do this.</span>")
|
|
return
|
|
|
|
var/obj/item/organ/external/organ = target.get_organ(check_zone(target_zone))
|
|
if(!organ || organ.dislocated == -1)
|
|
return
|
|
|
|
attacker.visible_message("<span class='danger'>[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!</span>")
|
|
|
|
if(target.species.species_flags & NO_PAIN)
|
|
return
|
|
|
|
var/armor = target.run_armor_check(target, "melee")
|
|
var/soaked = target.get_armor_soak(target, "melee")
|
|
if(armor + soaked < 60)
|
|
to_chat(target, "<span class='danger'>You feel extreme pain!</span>")
|
|
|
|
var/max_halloss = round(target.species.total_health * 0.8) //up to 80% of passing out
|
|
affecting.adjustHalLoss(clamp(0, max_halloss - affecting.halloss, 30))
|
|
|
|
/obj/item/grab/proc/attack_eye(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
|
|
if(!istype(attacker))
|
|
return
|
|
|
|
var/datum/melee_attack/unarmed/attack = attacker.get_unarmed_attack(target, O_EYES)
|
|
|
|
if(!attack)
|
|
return
|
|
if(state < GRAB_NECK)
|
|
to_chat(attacker, "<span class='warning'>You require a better grab to do this.</span>")
|
|
return
|
|
for(var/obj/item/protection in list(target.head, target.wear_mask, target.glasses))
|
|
if(protection && (protection.body_cover_flags & EYES))
|
|
to_chat(attacker, "<span class='danger'>You're going to need to remove the eye covering first.</span>")
|
|
return
|
|
if(!target.has_eyes())
|
|
to_chat(attacker, "<span class='danger'>You cannot locate any eyes on [target]!</span>")
|
|
return
|
|
|
|
add_attack_logs(attacker,target,"Eye gouge using grab")
|
|
|
|
attack.handle_eye_attack(attacker, target)
|
|
|
|
/obj/item/grab/proc/headbutt(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
|
|
if(!istype(attacker))
|
|
return
|
|
if(target.lying)
|
|
return
|
|
var/datum/gender/T = GLOB.gender_datums[attacker.get_visible_gender()]
|
|
attacker.visible_message("<span class='danger'>[attacker] thrusts [T.his] head into [target]'s skull!</span>")
|
|
|
|
var/damage = 20
|
|
var/obj/item/clothing/hat = attacker.head
|
|
if(istype(hat))
|
|
damage += hat.damage_force * 3
|
|
|
|
var/armor = target.run_armor_check(BP_HEAD, "melee")
|
|
var/soaked = target.get_armor_soak(BP_HEAD, "melee")
|
|
target.apply_damage(damage, DAMAGE_TYPE_BRUTE, BP_HEAD, armor, soaked)
|
|
attacker.apply_damage(10, DAMAGE_TYPE_BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD), attacker.get_armor_soak(BP_HEAD), "melee")
|
|
|
|
if(!armor && target.headcheck(BP_HEAD) && prob(damage))
|
|
target.apply_effect(20, PARALYZE)
|
|
target.visible_message("<span class='danger'>[target] [target.species.get_knockout_message(target)]</span>")
|
|
|
|
playsound(attacker.loc, "swing_hit", 25, 1, -1)
|
|
add_attack_logs(attacker,target,"Headbutted using grab")
|
|
|
|
qdel(src)
|
|
|
|
/obj/item/grab/proc/dislocate(mob/living/carbon/human/target, mob/living/attacker, var/target_zone)
|
|
if(state < GRAB_NECK)
|
|
to_chat(attacker, "<span class='warning'>You require a better grab to do this.</span>")
|
|
return
|
|
if(target.grab_joint(attacker, target_zone))
|
|
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
|
return
|
|
|
|
/obj/item/grab/proc/pin_down(mob/target, mob/attacker)
|
|
if(state < GRAB_AGGRESSIVE)
|
|
to_chat(attacker, "<span class='warning'>You require a better grab to do this.</span>")
|
|
return
|
|
if(force_down)
|
|
to_chat(attacker, "<span class='warning'>You are already pinning [target] to the ground.</span>")
|
|
return
|
|
if(size_difference(affecting, assailant) > 10)
|
|
to_chat(attacker, "<span class='warning'>You are too small to do that!</span>")
|
|
return
|
|
|
|
attacker.visible_message("<span class='danger'>[attacker] starts forcing [target] to the ground!</span>")
|
|
if(do_after(attacker, 20) && target)
|
|
last_action = world.time
|
|
attacker.visible_message("<span class='danger'>[attacker] forces [target] to the ground!</span>")
|
|
apply_pinning(target, attacker)
|
|
|
|
/obj/item/grab/proc/apply_pinning(mob/target, mob/attacker)
|
|
force_down = 1
|
|
target.afflict_knockdown(4 SECONDS)
|
|
target.afflict_root(4 SECONDS)
|
|
target.afflict_daze(4 SECONDS)
|
|
step_to(attacker, target)
|
|
attacker.setDir(EAST) //face the victim
|
|
target.setDir(SOUTH) //face up
|
|
|
|
/obj/item/grab/proc/devour(mob/target, mob/user)
|
|
var/can_eat
|
|
if((MUTATION_FAT in user.mutations) && ismini(target))
|
|
can_eat = 1
|
|
else
|
|
var/mob/living/carbon/human/H = user
|
|
if(istype(H) && H.species.gluttonous)
|
|
if(H.species.gluttonous == 2)
|
|
can_eat = 2
|
|
else if((H.mob_size > target.mob_size) && !ishuman(target) && ismini(target))
|
|
can_eat = 1
|
|
|
|
if(can_eat)
|
|
var/mob/living/carbon/attacker = user
|
|
user.visible_message("<span class='danger'>[user] is attempting to devour [target]!</span>")
|
|
if(can_eat == 2)
|
|
if(!do_mob(user, target)||!do_after(user, 30)) return
|
|
else
|
|
if(!do_mob(user, target)||!do_after(user, 70)) return
|
|
user.visible_message("<span class='danger'>[user] devours [target]!</span>")
|
|
target.loc = user
|
|
attacker.stomach_contents.Add(target)
|
|
qdel(src)
|