Merge pull request #2736 from Crazylemon64/odysseus_resistance

Resist to escape an odysseus' sleeper
This commit is contained in:
TheDZD
2015-12-06 15:59:08 -05:00
7 changed files with 136 additions and 117 deletions
+19
View File
@@ -34,6 +34,25 @@
for(var/mob/living/M in contents)
M.show_message(message,m_type)
/obj/item/weapon/holder/container_resist(var/mob/living/L)
var/mob/M = src.loc //Get our mob holder (if any).
if(istype(M))
M.unEquip(src)
M << "[src] wriggles out of your grip!"
src << "You wriggle out of [M]'s grip!"
else if(istype(src.loc,/obj/item))
src << "You struggle free of [src.loc]."
src.forceMove(get_turf(src))
if(istype(M))
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
return
//Mob procs and vars for scooping up
/mob/living/var/holder_type
+5 -114
View File
@@ -499,10 +499,6 @@
var/mob/living/L = usr
//Getting out of someone's inventory.
if(istype(src.loc,/obj/item/weapon/holder))
resist_holder()
//Resisting control by an alien mind.
if(istype(src.loc,/mob/living/simple_animal/borer))
resist_borer()
@@ -511,17 +507,15 @@
if ((!(L.stat) && !(L.restrained())))
resist_grab(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
// Sliding out of a morgue/crematorium
if(loc && (istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
resist_tray(L)
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
resist_buckle(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
//Breaking out of a locker?
else if(src.loc && (istype(src.loc, /obj/structure/closet)))
resist_closet()
//Breaking out of an object?
else if(src.loc && istype(src.loc, /obj) && (!isturf(src.loc)))
if(stat == CONSCIOUS && !stunned && !weakened && !paralysis)
var/obj/C = loc
C.container_resist(L)
//breaking out of handcuffs
else if(iscarbon(L))
@@ -540,28 +534,6 @@
RESIST SUBPROCS
*/////////////////////
/* resist_holder allows small mobs that can be picked up to get out of their holder, so they aren't stuck forever.
*/////
/mob/living/proc/resist_holder()
var/obj/item/weapon/holder/H = src.loc //Get our item holder.
var/mob/M = H.loc //Get our mob holder (if any).
if(istype(M))
M.unEquip(H)
M << "[H] wriggles out of your grip!"
src << "You wriggle out of [M]'s grip!"
else if(istype(H.loc,/obj/item))
src << "You struggle free of [H.loc]."
H.forceMove(get_turf(H))
if(istype(M))
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
return
/* resist_borer allows a mob to regain control of their body after a borer has assumed control.
*/////
/mob/living/proc/resist_borer()
@@ -647,87 +619,6 @@
else
L.buckled.user_unbuckle_mob(L,L)
/* resist_closet() allows a mob to break out of a welded/locked closet
*/////
/mob/living/proc/resist_closet()
var/breakout_time = 2 //2 minutes by default
var/mob/living/L = src
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!!!
L.changeNext_move(CLICK_CD_BREAKOUT)
L.last_special = world.time + CLICK_CD_BREAKOUT
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), target = C)) //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
SC.update_icon()
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
C.update_icon()
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()
// resist_tray allows a mob to slide themselves out of a morgue or crematorium
/mob/living/proc/resist_tray(var/mob/living/carbon/CM)
if(!istype(CM))
return
if (usr.stat || usr.restrained())
return
usr << "<span class='alert'>You attempt to slide yourself out of \the [loc]...</span>"
var/obj/structure/S = loc
S.attack_hand(src)
/* resist_stop_drop_roll allows a mob to stop, drop, and roll in order to put out a fire burning on them.
*/////
/mob/living/proc/resist_stop_drop_roll(var/mob/living/carbon/CM)