mirror of
https://github.com/ParadiseSS13/Paradise.git
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* commit for branch swap * branch swap again * BLEED * trying to clear up compile errors * i killed everything when i tested this... * restorealltheblood * I REMOVED A THING * well some progress * stop bleeding * got to swap branches again. * grr * damn bloodcolors * Squash everything * color....colourrrrrrr * color....colourrrrrrr * well now that updated the branch... * Changes * Some tweaks..before i upload something major * COLOR NOT COLOUR...COLOR YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD * Foot print shit.. blood coloring is going to be PAIN * trying to handle some colors..maybe. * blood colorsing sucks..di i mention this? * commenting cod malfunctions. * Changes * lets try this * Its too late at night. * blargh * woops * almost works... * progress.. * Branch swap * figured out the overlay issue.... * BRANCH SWAP * BLARGH * fixed merged conflicts..expect something to be horribly wrong. * bunch of changes * Major Fixes - Moved blood_state and bloodiness var definitions to /obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in order to make blood color work properly. - These were not used by any other decal, so it was pointless. - Tweaked human/add_blood so that hand_blood_color uses the correct value now. - Corrected gibs having the wrong basecolor. - Tracks of different blood colors will no longer combine weirdly, and will instead form seperate overlays. - This also fixes all of the issues with tracks in general and not updating correctly. - Fixed transfering blood in add_fingerprint; the old detective code didn't use the new format for add_blood(). - Fixed xenomorphs causing runtimes in makeTrail(), and gave them their own trails. Sprites should probably be brightened later. - Fixed mobs occasionally randomly having their blood_DNA list reset. * may have accidently removed shit. * Mrowl * stiff water is not bleeding lowered trail making threshold * tweaks then conflcits * weee * indent * some tweaks * somefox tweaks. * derp * why won't they bleed!? * BLEED DAMMIT * Flattist comments and removes simple animale blood volume Cause i cannot get it to work right. * PRAISE FLATTIST * Simple animals have a blood volume now Bug with trail fixed. * changes * thanksmrowlmrowl * exotice blood trails * makesure is an exotic bleeder has a bleed rate first... * FoxBoxTweakSox * BoxVoxSoXFox * ONE MORE THING * animalsbleedreds * Buh? BUGH! * thisismescreaming * removing note needed thing * Color changes but the rabbit hole continues. * This is not pretty.... * wot * IT WORKS DAMMIT * colors. * germaphobic commit.. * we have to use the old system * nothing to see here * doubleprocarady * try to fix mulebots * mulebot fixed * DONE
139 lines
4.5 KiB
Plaintext
139 lines
4.5 KiB
Plaintext
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//////Kitchen Spike
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = 1
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anchored = 0
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(istype(I, /obj/item/weapon/wrench))
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if(anchored)
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to_chat(user, "<span class='notice'>You unwrench [src] from the floor.</span>")
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anchored = 0
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else
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to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
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anchored = 1
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
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new /obj/structure/kitchenspike(loc)
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add_fingerprint(user)
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qdel(src)
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/obj/structure/kitchenspike
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name = "a meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals."
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density = 1
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anchored = 1
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buckle_lying = 0
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can_buckle = 1
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/obj/structure/kitchenspike/attackby(obj/item/weapon/grab/G as obj, mob/user as mob)
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if(istype(G, /obj/item/weapon/crowbar))
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if(!buckled_mob)
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playsound(loc, G.usesound, 100, 1)
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if(do_after(user, 20 * G.toolspeed, target = src))
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to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
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new /obj/item/stack/rods(loc, 4)
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new /obj/structure/kitchenspike_frame(loc)
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add_fingerprint(user)
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
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return
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if(!istype(G, /obj/item/weapon/grab) || !G.affecting)
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return
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if(buckled_mob)
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to_chat(user, "<span class = 'danger'>The spike already has something on it, finish collecting its meat first!</span>")
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else
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if(isliving(G.affecting))
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if(!buckled_mob)
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if(do_mob(user, src, 120))
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if(spike(G.affecting))
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G.affecting.visible_message("<span class='danger'>[user] slams [G.affecting] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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qdel(G)
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return
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to_chat(user, "<span class='danger'>You can't use that on the spike!</span>")
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return
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/obj/structure/kitchenspike/proc/spike(var/mob/living/victim)
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if(!istype(victim))
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return
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if(buckled_mob) //to prevent spam/queing up attacks
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return 0
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if(victim.buckled)
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return 0
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var/mob/living/H = victim
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playsound(loc, 'sound/effects/splat.ogg', 25, 1)
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H.forceMove(loc)
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H.emote("scream")
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if(ishuman(H))
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H.add_splatter_floor()
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H.adjustBruteLoss(30)
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H.buckled = src
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H.dir = 2
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buckled_mob = H
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var/matrix/m180 = matrix()
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m180.Turn(180)
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animate(H, transform = m180, time = 3)
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H.pixel_y = H.get_standard_pixel_y_offset(180)
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return 1
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/carbon/human/user)
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if(buckled_mob && buckled_mob.buckled == src)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message(\
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"[user.name] tries to pull [M.name] free of the [src]!",\
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"<span class='notice'>[user.name] is trying to pull you off of [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message(\
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"[user.name] fails to free [M.name]!",\
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"<span class='notice'>[user.name] fails to pull you off of [src].</span>")
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return
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else
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M.visible_message(\
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"<span class='warning'>[M.name] struggles to break free from the [src]!</span>",\
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"<span class='notice'>You struggle to break free from the [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
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return
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if(!M.buckled)
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return
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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visible_message("<span class='danger'>[M] falls free of the [src]!</span>")
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unbuckle_mob()
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M.emote("scream")
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M.AdjustWeakened(10)
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