/obj/item/weapon/legcuffs name = "legcuffs" desc = "Use this to keep prisoners in line." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "handcuff" flags = CONDUCT throwforce = 0 w_class = 3.0 origin_tech = "materials=1" var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute /obj/item/weapon/legcuffs/beartrap name = "bear trap" throw_speed = 1 throw_range = 1 icon_state = "beartrap0" desc = "A trap used to catch bears and other legged creatures." var/armed = 0 var/obj/item/weapon/grenade/iedcasing/IED = null suicide_act(mob/user) viewers(user) << "[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide." return (BRUTELOSS) /obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob) ..() if(ishuman(user) && !user.stat && !user.restrained()) armed = !armed icon_state = "beartrap[armed]" user << "[src] is now [armed ? "armed" : "disarmed"]" /obj/item/weapon/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive. if(istype(I, /obj/item/weapon/grenade/iedcasing)) if(IED) user << "This beartrap already has an IED hooked up to it!" return IED = I switch(IED.assembled) if(0,1) //if it's not fueled/hooked up user << "You haven't prepared this IED yet!" IED = null return if(2,3) user.drop_item(src) I.loc = src var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/log_str = "[key_name(usr)]? has rigged a beartrap with an IED at [A.name] (JMP)." message_admins(log_str) log_game(log_str) user << "You sneak the [IED] underneath the pressure plate and connect the trigger wire." desc = "A trap used to catch bears and other legged creatures. There is an IED hooked up to it." else user << "You shouldn't be reading this message! Contact a coder or someone, something broke!" IED = null return if(istype(I, /obj/item/weapon/screwdriver)) if(IED) IED.loc = get_turf(src.loc) IED = null user << "You remove the IED from the [src]." return ..() /obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj) if(armed) if(IED && isturf(src.loc)) IED.active = 1 IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled") IED.icon_state = initial(icon_state) + "_active" IED.assembled = 3 var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/log_str = "[key_name(usr)]? has triggered an IED-rigged [name] at [A.name] (JMP)." message_admins(log_str) log_game(log_str) spawn(IED.det_time) IED.prime() if(ishuman(AM)) if(isturf(src.loc)) var/mob/living/carbon/H = AM if(H.m_intent == "run") if(H.lying) H.apply_damage(20,BRUTE,"chest") else H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg"))) armed = 0 icon_state = "beartrap0" playsound(src.loc, 'sound/effects/snap.ogg', 50, 1) H.visible_message("[H] triggers \the [src].", \ "You trigger \the [src]!") H.legcuffed = src src.loc = H H.update_inv_legcuffed() H << "You step on \the [src]!" if(IED && IED.active) H << "The [src]'s IED has been activated!" feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart. for(var/mob/O in viewers(H, null)) if(O == H) continue O.show_message("\red [H] steps on \the [src].", 1) if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator)) armed = 0 icon_state = "beartrap0" var/mob/living/simple_animal/SA = AM playsound(src.loc, 'sound/effects/snap.ogg', 50, 1) SA.visible_message("[SA] triggers \the [src].", \ "You trigger \the [src]!") SA.health -= 20 ..() /obj/item/weapon/legcuffs/bolas name = "bolas" desc = "An entangling bolas. Throw at your foes to trip them and prevent them from running." gender = NEUTER icon = 'icons/obj/weapons.dmi' icon_override = 'icons/mob/in-hand/swords.dmi' icon_state = "bolas" siemens_coefficient = 1 slot_flags = SLOT_BELT throwforce = 2 w_class = 2 origin_tech = "materials=1" attack_verb = list("lashed", "bludgeoned", "whipped") force = 4 breakouttime = 50 //10 seconds throw_speed = 1 throw_range = 10 var/dispenser = 0 var/throw_sound = 'sound/weapons/whip.ogg' var/trip_prob = 60 var/thrown_from /obj/item/weapon/legcuffs/bolas/suicide_act(mob/living/user) viewers(user) << "[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide." return(OXYLOSS) /obj/item/weapon/legcuffs/bolas/throw_at(var/atom/A, throw_range, throw_speed) if(usr && !istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas)) //if there is a user, but not a mech if(istype(usr, /mob/living/carbon/human)) //if the user is human var/mob/living/carbon/human/H = usr if((CLUMSY in H.mutations) && prob(50)) H <<"You smack yourself in the face while swinging the [src]!" H.Stun(2) H.drop_item(src) return if (!thrown_from && usr) //if something hasn't set it already (like a mech does when it launches) thrown_from = usr //then the user must have thrown it if (!istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas)) playsound(src, throw_sound, 20, 1) //because mechs play the sound anyways var/turf/target = get_turf(A) var/atom/movable/adjtarget = new /atom/movable var/xadjust = 0 var/yadjust = 0 var/scaler = 0 //used to changed the normalised vector to the proper size scaler = throw_range / max(abs(target.x - src.x), abs(target.y - src.y)) //whichever is larger magnitude is what we normalise to if (target.x - src.x != 0) //just to avoid fucking with math for no reason xadjust = round((target.x - src.x) * scaler) //normalised vector is now scaled up to throw_range adjtarget.x = src.x + xadjust //the new target at max range else adjtarget.x = src.x if (target.y - src.y != 0) yadjust = round((target.y - src.y) * scaler) adjtarget.y = src.y + yadjust else adjtarget.y = src.y // log_admin("Adjusted target of [adjtarget.x] and [adjtarget.y], adjusted with [xadjust] and [yadjust] from [scaler]") ..(get_turf(adjtarget), throw_range, throw_speed) thrown_from = null /obj/item/weapon/legcuffs/bolas/throw_impact(atom/hit_atom) //Pomf was right, I was wrong - Comic if(isliving(hit_atom) && hit_atom != usr) //if the target is a live creature other than the thrower var/mob/living/M = hit_atom if(ishuman(M)) //if they're a human species var/mob/living/carbon/human/H = M if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment) if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic step(H, H.dir) H.visible_message("[H] was tripped by the bolas!","Your legs have been tangled!"); H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected H.Weaken(4) H.legcuffed = src //applies legcuff properties inherited through legcuffs src.loc = H H.update_inv_legcuffed() if(!H.legcuffed) //in case it didn't happen, we need a safety net throw_failed() else if(H.legcuffed) //if the target is already legcuffed (has to be walking) throw_failed() return else //walking, but uncuffed, or the running prob() failed H << "You stumble over the thrown bolas" step(H, H.dir) H.Stun(1) throw_failed() return else M.Stun(2) //minor stun damage to anything not human throw_failed() return /obj/item/weapon/legcuffs/bolas/proc/throw_failed() //called when the throw doesn't entangle //log_admin("Logged as [thrown_from]") if(!thrown_from || !istype(thrown_from, /mob/living)) //in essence, if we don't know whether a person threw it qdel(src) //destroy it, to stop infinite bolases /obj/item/weapon/legcuffs/bolas/Bump() ..() throw_failed() //allows a mech bolas to be destroyed