//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /obj/item/tk_grab name = "Telekinetic Grab" desc = "Magic" icon = 'magic.dmi'//Needs sprites icon_state = "2" flags = USEDELAY //item_state = null w_class = 10.0 layer = 20 var/last_throw = 0 var/obj/focus = null var/mob/living/host = null dropped(mob/user as mob) del(src) return //stops TK grabs being equipped anywhere but into hands equipped(var/mob/user, var/slot) if( (slot=="l_hand") || (slot=="r_hand") ) return del(src) return /* attack_self(mob/user as mob) if(!istype(focus,/obj/item)) return if(!check_path()) return//No clear path user.put_in_hands(focus) add_fingerprint(user) user.update_inv_l_hand(0) user.update_inv_r_hand() spawn(0) del(src) return */ afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this if(!target || !user) return if(last_throw+3 > world.time) return if(!host) del(src) return if(!(TK in host.mutations)) del(src) return if(!focus) focus_object(target, user) return var/focusturf = get_turf(focus) if(get_dist(focusturf, target) <= 1 && !istype(target, /turf)) target.attackby(focus, user, user:get_organ_target()) else if(get_dist(focusturf, target) <= 16) apply_focus_overlay() focus.throw_at(target, 10, 1) last_throw = world.time return proc/focus_object(var/obj/target, var/mob/living/user) if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later if(target.anchored) target.attack_hand(user) // you can use shit now! return//No throwing anchored things focus = target update_icon() apply_focus_overlay() return proc/apply_focus_overlay() if(!focus) return var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z)) O.name = "sparkles" O.anchored = 1 O.density = 0 O.layer = FLY_LAYER O.dir = pick(cardinal) O.icon = 'effects.dmi' O.icon_state = "nothing" flick("empdisable",O) spawn(5) del(O) return update_icon() overlays = null if(focus && focus.icon && focus.icon_state) overlays += icon(focus.icon,focus.icon_state) return /*Not quite done likely needs to use something thats not get_step_to proc/check_path() var/turf/ref = get_turf(src.loc) var/turf/target = get_turf(focus.loc) if(!ref || !target) return 0 var/distance = get_dist(ref, target) if(distance >= 10) return 0 for(var/i = 1 to distance) ref = get_step_to(ref, target, 0) if(ref != target) return 0 return 1 */ //equip_if_possible(obj/item/W, slot, del_on_fail = 1) /* if(istype(user, /mob/living/carbon)) if(user:mutations & TK && get_dist(source, user) <= 7) if(user:get_active_hand()) return 0 var/X = source:x var/Y = source:y var/Z = source:z */