/obj/item/scissors name = "Scissors" desc = "Those are scissors. Don't run with them!" icon_state = "scissor" item_state = "scissor" force = 5 sharp = TRUE w_class = WEIGHT_CLASS_SMALL hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("slices", "cuts", "stabs", "jabs") /obj/item/scissors/barber name = "Barber's Scissors" desc = "A pair of scissors used by a barber." icon_state = "bscissor" attack_verb = list("beautifully sliced", "artistically cut", "smoothly stabbed", "quickly jabbed") toolspeed = 0.75 /obj/item/scissors/attack__legacy__attackchain(mob/living/carbon/M as mob, mob/user as mob) if(user.a_intent != INTENT_HELP) ..() return if(!(M in view(1))) //Adjacency test ..() return if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/head/C = H.get_organ("head") if(!C) to_chat(user, "[M] doesn't have a head!") return //facial hair var/f_new_style = tgui_input_list(user, "Select a facial hair style", "Grooming", H.generate_valid_facial_hairstyles()) //handle normal hair var/h_new_style = tgui_input_list(user, "Select a hair style", "Grooming", H.generate_valid_hairstyles()) user.visible_message("[user] starts cutting [M]'s hair!", "You start cutting [M]'s hair!") //arguments for this are: 1. what others see 2. what the user sees. --Fixed grammar, (TGameCo) playsound(loc, 'sound/goonstation/misc/scissor.ogg', 100, 1) if(do_after(user, 50 * toolspeed, target = H)) //this is the part that adds a delay. delay is in deciseconds. --Made it 5 seconds, because hair isn't cut in one second in real life, and I want at least a little bit longer time, (TGameCo) if(!(M in view(1))) //Adjacency test user.visible_message("[user] stops cutting [M]'s hair.", "You stop cutting [M]'s hair.") return if(f_new_style) C.f_style = f_new_style if(h_new_style) C.h_style = h_new_style H.update_hair() H.update_fhair() user.visible_message("[user] finishes cutting [M]'s hair!")