/obj/item/assembly/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" materials = list(MAT_METAL=100) origin_tech = "combat=1;materials=2;engineering=1" var/armed = 0 bomb_name = "contact mine" examine(mob/user) ..(user) if(armed) to_chat(user, "It looks like it's armed.") activate() if(..()) armed = !armed if(!armed) if(ishuman(usr)) var/mob/living/carbon/human/user = usr if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50))) to_chat(user, "Your hand slips, setting off the trigger.") pulse(0) update_icon() if(usr) playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) describe() return "The pressure switch is [armed?"primed":"safe"]." update_icon() if(armed) icon_state = "mousetraparmed" else icon_state = "mousetrap" if(holder) holder.update_icon() proc/triggered(mob/target as mob, var/type = "feet") if(!armed) return var/obj/item/organ/external/affecting = null if(ishuman(target)) var/mob/living/carbon/human/H = target switch(type) if("feet") if(!H.shoes) affecting = H.get_organ(pick("l_leg", "r_leg")) H.Weaken(3) if("l_hand", "r_hand") if(!H.gloves) affecting = H.get_organ(type) H.Stun(3) if(affecting) affecting.receive_damage(1, 0) else if(ismouse(target)) var/mob/living/simple_animal/mouse/M = target visible_message("SPLAT!") M.splat() playsound(src.loc, 'sound/effects/snap.ogg', 50, 1) layer = MOB_LAYER - 0.2 armed = 0 update_icon() pulse(0) attack_self(mob/living/user as mob) if(!armed) to_chat(user, "You arm [src].") else if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50))) var/which_hand = "l_hand" if(!user.hand) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking [user.p_their()] fingers.", \ "You accidentally trigger [src]!") return to_chat(user, "You disarm [src].") armed = !armed update_icon() playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) attack_hand(mob/living/user as mob) if(armed) if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50)) var/which_hand = "l_hand" if(!user.hand) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking [user.p_their()] fingers.", \ "You accidentally trigger [src]!") return ..() Crossed(var/atom/movable/AM as mob|obj) if(armed) if(ishuman(AM)) var/mob/living/carbon/H = AM if(H.m_intent == MOVE_INTENT_RUN) triggered(H) H.visible_message("[H] accidentally steps on [src].", \ "You accidentally step on [src]") else if(ismouse(AM)) triggered(AM) else if(AM.density) // For mousetrap grenades, set off by anything heavy triggered(AM) ..() on_found(mob/finder as mob) if(armed) finder.visible_message("[finder] accidentally sets off [src], breaking [finder.p_their()] fingers.", \ "You accidentally trigger [src]!") triggered(finder, finder.hand ? "l_hand" : "r_hand") return 1 //end the search! return 0 hitby(A as mob|obj) if(!armed) return ..() visible_message("[src] is triggered by [A].") triggered(null) /obj/item/assembly/mousetrap/armed icon_state = "mousetraparmed" armed = 1 /obj/item/assembly/mousetrap/verb/hide_under() set src in oview(1) set name = "Hide" set category = "Object" if(usr.stat) return layer = TURF_LAYER+0.2 to_chat(usr, "You hide [src].")