/* * Contains: * Traitor fiber wire * Improvised garrotes */ /// 12TC traitor item /obj/item/garrote name = "fiber wire" desc = "A length of razor-thin wire with an elegant wooden handle on either end.
You suspect you'd have to be behind the target to use this weapon effectively." icon = 'icons/obj/weapons/melee.dmi' icon_state = "garrot_wrap" w_class = WEIGHT_CLASS_TINY var/mob/living/carbon/human/strangling var/improvised = FALSE var/garrote_time /obj/item/garrote/Initialize(mapload) . = ..() AddComponent(/datum/component/two_handed) /obj/item/garrote/Destroy() strangling = null return ..() /obj/item/garrote/update_icon_state() if(strangling) // If we're strangling someone we want our icon to stay wielded icon_state = "garrot_[improvised ? "I_" : ""]unwrap" else icon_state = "garrot_[improvised ? "I_" : ""][HAS_TRAIT(src, TRAIT_WIELDED) ? "un" : ""]wrap" /// Made via tablecrafting /obj/item/garrote/improvised name = "garrote" desc = "A length of cable with a shoddily-carved wooden handle tied to either end.
You suspect you'd have to be behind the target to use this weapon effectively." icon_state = "garrot_I_wrap" improvised = TRUE /obj/item/garrote/improvised/Initialize(mapload) . = ..() AddComponent(/datum/component/two_handed, wield_callback = CALLBACK(src, PROC_REF(wield))) /obj/item/garrote/proc/wield(obj/item/source, mob/living/carbon/user) if(!strangling) return user.visible_message("[user] removes [src] from [strangling]'s neck.", "You remove [src] from [strangling]'s neck.") strangling = null update_icon(UPDATE_ICON_STATE) STOP_PROCESSING(SSobj, src) /obj/item/garrote/attack__legacy__attackchain(mob/living/carbon/M as mob, mob/user as mob) if(garrote_time > world.time) // Cooldown return if(!ishuman(user)) // spap_hand is a proc of /mob/living, user is simply /mob return var/mob/living/carbon/human/U = user if(!HAS_TRAIT(src, TRAIT_WIELDED)) to_chat(user, "You must use both hands to garrote [M]!") return if(!ishuman(M)) to_chat(user, "You don't think that garroting [M] would be very effective...") return if(M == U) U.suicide() // This will display a prompt for confirmation first. return if(M.dir != U.dir && !M.incapacitated()) to_chat(user, "You cannot use [src] on [M] from that angle!") return if(improvised && ((M.head && (M.head.flags_cover & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags_cover & MASKCOVERSMOUTH)))) // Improvised garrotes are blocked by mouth-covering items. to_chat(user, "[M]'s neck is blocked by something [M.p_theyre()] wearing!") if(strangling) to_chat(user, "You cannot use [src] on two people at once!") return attack_self__legacy__attackchain(user) U.swap_hand() // For whatever reason the grab will not properly work if we don't have the free hand active. var/obj/item/grab/G = M.grabbedby(U, 1) U.swap_hand() if(G && istype(G)) if(improvised) // Improvised garrotes start you off with a passive grab, but will lock you in place. A quick stun to drop items but not to make it unescapable M.Stun(1 SECONDS) M.Immobilize(2 SECONDS) else G.state = GRAB_NECK G.hud.icon_state = "kill" G.hud.name = "kill" M.AdjustSilence(2 SECONDS) garrote_time = world.time + 10 START_PROCESSING(SSobj, src) strangling = M update_icon(UPDATE_ICON_STATE) playsound(loc, 'sound/weapons/cablecuff.ogg', 15, TRUE, -10, ignore_walls = FALSE) M.visible_message("[U] comes from behind and begins garroting [M] with [src]!", \ "[U] begins garroting you with [src]![improvised ? "" : " You are unable to speak!"]", \ "You hear struggling and wire strain against flesh!") return /obj/item/garrote/process() if(!strangling) // Our mark got gibbed or similar update_icon(UPDATE_ICON_STATE) STOP_PROCESSING(SSobj, src) return if(!ishuman(loc)) strangling = null update_icon(UPDATE_ICON_STATE) STOP_PROCESSING(SSobj, src) return var/mob/living/carbon/human/user = loc var/obj/item/grab/G if(src == user.r_hand && istype(user.l_hand, /obj/item/grab)) G = user.l_hand else if(src == user.l_hand && istype(user.r_hand, /obj/item/grab)) G = user.r_hand else user.visible_message("[user] loses [user.p_their()] grip on [strangling]'s neck.", \ "You lose your grip on [strangling]'s neck.") strangling = null update_icon(UPDATE_ICON_STATE) STOP_PROCESSING(SSobj, src) return if(!G.affecting) user.visible_message("[user] loses [user.p_their()] grip on [strangling]'s neck.", \ "You lose your grip on [strangling]'s neck.") strangling = null update_icon(UPDATE_ICON_STATE) STOP_PROCESSING(SSobj, src) return if(G.state < GRAB_NECK) // Only possible with improvised garrotes, essentially this will stun people as if they were aggressively grabbed. Allows for resisting out if you're quick, but not running away. strangling.Immobilize(3 SECONDS) if(improvised) strangling.Stuttering(6 SECONDS) strangling.apply_damage(2, OXY, "head") return strangling.AbsoluteSilence(6 SECONDS) // Non-improvised effects if(G.state == GRAB_KILL) strangling.PreventOxyHeal(6 SECONDS) strangling.AdjustLoseBreath(6 SECONDS) strangling.apply_damage(4, OXY, "head") /obj/item/garrote/suicide_act(mob/user) user.visible_message("[user] is wrapping [src] around [user.p_their()] neck and pulling the handles! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/cablecuff.ogg', 15, TRUE, -10, ignore_walls = FALSE) return OXYLOSS