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https://github.com/ParadiseSS13/Paradise.git
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Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this. The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs. To any coder wanting to add items to this: - You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example. - Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child. - Please do not use 'usr' for anything. Parrots can now see which item they are holding onto in the stat panel. The toy crossbow should once again work properly. Fixes Issue 1227. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
667 lines
20 KiB
Plaintext
667 lines
20 KiB
Plaintext
/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/abstract = 0
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var/item_state = null
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var/r_speed = 1.0
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var/health = null
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var/burn_point = null
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var/burning = null
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var/hitsound = null
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var/w_class = 3.0
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flags = FPRINT | TABLEPASS
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 50
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// causeerrorheresoifixthis
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var/obj/item/master = null
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
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var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
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var/icon_action_button //If this is set, The item will make an action button on the player's HUD when picked up. The button will have the icon_action_button sprite from the screen1_action.dmi file.
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var/action_button_name //This is the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. Note that icon_action_button needs to be set in order for the action button to appear.
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//Since any item can now be a piece of clothing, this has to be put here so all items share it.
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var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
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var/color = null
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
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var/permeability_coefficient = 1 // for chemicals/diseases
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var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
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var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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/obj/item/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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else
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return
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/obj/item/blob_act()
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return
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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//bruteloss = 1
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//fireloss = 2
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//toxloss = 4
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//oxyloss = 8
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//This proc will return an array. The first element of the list should always be the suicide message that players will see, next is the damagetype
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/obj/item/proc/suicide_act(mob/user)
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine()
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set src in view()
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var/size
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switch(src.w_class)
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if(1.0)
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size = "tiny"
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if(2.0)
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size = "small"
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if(3.0)
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size = "normal-sized"
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if(4.0)
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size = "bulky"
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if(5.0)
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size = "huge"
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else
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//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item."
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if(src.desc)
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usr << src.desc
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return
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(!src.canremove)
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return
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else
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user.u_equip(src)
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else
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if(isliving(src.loc))
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return
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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src.pickup(user)
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add_fingerprint(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_paw(mob/user as mob)
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if(isalien(user)) // -- TLE
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.drop_from_inventory(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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user.put_in_active_hand(src)
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return
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(!S.can_be_inserted(src))
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return
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if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one.
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if(isturf(src.loc))
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for(var/obj/item/I in src.loc)
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if(I != src) //We'll do the one we clicked on last.
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if(!S.can_be_inserted(I))
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continue
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S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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S.handle_item_insertion(src)
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return
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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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var/messagesource = M
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if (istype(M,/mob/living/carbon/brain))
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messagesource = M:container
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if (src.hitsound)
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playsound(src.loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>" )
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//spawn(1800) // this wont work right
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// M.lastattacker = null
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/////////////////////////
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var/power = src.force
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if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
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power *= 2
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if(!istype(M, /mob/living/carbon/human))
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if(istype(M, /mob/living/carbon/slime))
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var/mob/living/carbon/slime/slime = M
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if(prob(25))
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user << "\red [src] passes right through [M]!"
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return
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if(power > 0)
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slime.attacked += 10
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if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
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slime.Discipline = 0
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if(power >= 3)
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if(istype(slime, /mob/living/carbon/slime/adult))
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if(prob(5 + round(power/2)))
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if(slime.Victim)
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if(prob(80) && !slime.client)
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slime.Discipline++
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slime.Victim = null
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slime.anchored = 0
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spawn()
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if(slime)
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slime.SStun = 1
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sleep(rand(5,20))
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if(slime)
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slime.SStun = 0
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spawn(0)
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if(slime)
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slime.canmove = 0
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step_away(slime, user)
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if(prob(25 + power))
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sleep(2)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 1
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else
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if(prob(10 + power*2))
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if(slime)
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if(slime.Victim)
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if(prob(80) && !slime.client)
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slime.Discipline++
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if(slime.Discipline == 1)
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slime.attacked = 0
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spawn()
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if(slime)
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slime.SStun = 1
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sleep(rand(5,20))
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if(slime)
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slime.SStun = 0
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slime.Victim = null
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slime.anchored = 0
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spawn(0)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 1
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var/showname = "."
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if(user)
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showname = " by [user]."
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if(!(user in viewers(M, null)))
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showname = "."
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for(var/mob/O in viewers(messagesource, null))
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if(src.attack_verb.len)
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O.show_message("\red <B>[M] has been [pick(src.attack_verb)] with [src][showname] </B>", 1)
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else
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O.show_message("\red <B>[M] has been attacked with [src][showname] </B>", 1)
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if(!showname && user)
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if(user.client)
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user << "\red <B>You attack [M] with [src]. </B>"
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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else
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switch(src.damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/slime))
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M.adjustBrainLoss(power)
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else
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M.take_organ_damage(power)
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if (prob(33)) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood_floor(M)
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if("fire")
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if (!(COLD_RESISTANCE in M.mutations))
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M.take_organ_damage(0, power)
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M << "Aargh it burns!"
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M.updatehealth()
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src.add_fingerprint(user)
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return 1
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/obj/item/proc/attack_self()
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return
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/obj/item/proc/afterattack()
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return
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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return
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/obj/item/proc/dropped(mob/user as mob)
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..()
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
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/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
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return
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// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
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/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
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return
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// called when "found" in pockets and storage items. Returns 1 if the search should end.
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/obj/item/proc/on_found(mob/finder as mob)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
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if(!slot) return 0
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if(!M) return 0
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if(ishuman(M))
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//START HUMAN
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var/mob/living/carbon/human/H = M
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if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
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if(FAT in H.mutations)
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if(!(flags & ONESIZEFITSALL))
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if(!disable_warning)
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H << "\red You're too fat to wear the [name]."
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return 0
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switch(slot)
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if(slot_l_hand)
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if(H.l_hand)
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return 0
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return 1
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if(slot_r_hand)
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if(H.r_hand)
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return 0
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return 1
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if(slot_wear_mask)
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if(H.wear_mask)
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return 0
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if( !(slot_flags & SLOT_MASK) )
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return 0
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return 1
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if(slot_back)
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if(H.back)
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return 0
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if( !(slot_flags & SLOT_BACK) )
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return 0
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return 1
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if(slot_wear_suit)
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if(H.wear_suit)
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return 0
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if( !(slot_flags & SLOT_OCLOTHING) )
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return 0
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return 1
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if(slot_gloves)
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if(H.gloves)
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return 0
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if( !(slot_flags & SLOT_GLOVES) )
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return 0
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return 1
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if(slot_shoes)
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if(H.shoes)
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return 0
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if( !(slot_flags & SLOT_FEET) )
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return 0
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return 1
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if(slot_belt)
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if(H.belt)
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return 0
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if( !(slot_flags & SLOT_BELT) )
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return
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return 1
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if(slot_glasses)
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if(H.glasses)
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return 0
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if( !(slot_flags & SLOT_EYES) )
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return 0
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return 1
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if(slot_head)
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if(H.head)
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return 0
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if( !(slot_flags & SLOT_HEAD) )
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return 0
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return 1
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if(slot_ears)
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if(H.ears)
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return 0
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if( !(slot_flags & SLOT_EARS) )
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return 0
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return 1
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if(slot_w_uniform)
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if(H.w_uniform)
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return 0
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if( !(slot_flags & SLOT_ICLOTHING) )
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return 0
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return 1
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if(slot_wear_id)
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if(H.wear_id)
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return 0
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if( !(slot_flags & SLOT_ID) )
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return 0
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return 1
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if(slot_l_store)
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if(H.l_store)
|
|
return 0
|
|
if(!H.w_uniform)
|
|
if(!disable_warning)
|
|
H << "\red You need a jumpsuit before you can attach this [name]."
|
|
return 0
|
|
if(slot_flags & SLOT_DENYPOCKET)
|
|
return
|
|
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
|
|
return 1
|
|
if(slot_r_store)
|
|
if(H.r_store)
|
|
return 0
|
|
if(!H.w_uniform)
|
|
if(!disable_warning)
|
|
H << "\red You need a jumpsuit before you can attach this [name]."
|
|
return 0
|
|
if(slot_flags & SLOT_DENYPOCKET)
|
|
return 0
|
|
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
|
|
return 1
|
|
return 0
|
|
if(slot_s_store)
|
|
if(H.s_store)
|
|
return 0
|
|
if(!H.wear_suit)
|
|
if(!disable_warning)
|
|
H << "\red You need a suit before you can attach this [name]."
|
|
return 0
|
|
if(!H.wear_suit.allowed)
|
|
if(!disable_warning)
|
|
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
|
|
return 0
|
|
if(src.w_class > 3)
|
|
if(!disable_warning)
|
|
usr << "The [name] is too big to attach."
|
|
return 0
|
|
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
|
|
return 1
|
|
return 0
|
|
if(slot_handcuffed)
|
|
if(H.handcuffed)
|
|
return 0
|
|
if(!istype(src, /obj/item/weapon/handcuffs))
|
|
return 0
|
|
return 1
|
|
if(slot_legcuffed)
|
|
if(H.legcuffed)
|
|
return 0
|
|
if(!istype(src, /obj/item/weapon/legcuffs))
|
|
return 0
|
|
return 1
|
|
if(slot_in_backpack)
|
|
if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
|
|
var/obj/item/weapon/storage/backpack/B = H.back
|
|
if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
|
|
return 1
|
|
return 0
|
|
return 0 //Unsupported slot
|
|
//END HUMAN
|
|
|
|
else if(ismonkey(M))
|
|
//START MONKEY
|
|
var/mob/living/carbon/monkey/MO = M
|
|
switch(slot)
|
|
if(slot_l_hand)
|
|
if(MO.l_hand)
|
|
return 0
|
|
return 1
|
|
if(slot_r_hand)
|
|
if(MO.r_hand)
|
|
return 0
|
|
return 1
|
|
if(slot_wear_mask)
|
|
if(MO.wear_mask)
|
|
return 0
|
|
if( !(slot_flags & SLOT_MASK) )
|
|
return 0
|
|
return 1
|
|
if(slot_back)
|
|
if(MO.back)
|
|
return 0
|
|
if( !(slot_flags & SLOT_BACK) )
|
|
return 0
|
|
return 1
|
|
return 0 //Unsupported slot
|
|
|
|
//END MONKEY
|
|
|
|
|
|
/obj/item/verb/verb_pickup()
|
|
set src in oview(1)
|
|
set category = "Object"
|
|
set name = "Pick up"
|
|
|
|
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(src, usr))
|
|
return
|
|
|
|
if(ishuman(usr))
|
|
if(usr.get_active_hand() == null)
|
|
src.Click() // Let me know if this has any problems -Giacom
|
|
/*
|
|
if(usr.get_active_hand() == null)
|
|
src.attack_hand(usr)
|
|
else
|
|
usr << "\red You already have something in your hand."
|
|
*/
|
|
else
|
|
usr << "\red This mob type can't use this verb."
|
|
|
|
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
|
|
//The default action is attack_self().
|
|
//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
|
|
/obj/item/proc/ui_action_click()
|
|
if( src in usr )
|
|
attack_self(usr)
|
|
|
|
|
|
/obj/item/proc/IsShield()
|
|
return 0
|
|
|
|
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
|
|
|
var/mob/living/carbon/human/H = M
|
|
if(istype(H) && ( \
|
|
(H.head && H.head.flags & HEADCOVERSEYES) || \
|
|
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
|
|
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
|
|
))
|
|
// you can't stab someone in the eyes wearing a mask!
|
|
user << "\red You're going to need to remove that mask/helmet/glasses first."
|
|
return
|
|
|
|
var/mob/living/carbon/monkey/Mo = M
|
|
if(istype(Mo) && ( \
|
|
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
|
|
))
|
|
// you can't stab someone in the eyes wearing a mask!
|
|
user << "\red You're going to need to remove that mask/helmet/glasses first."
|
|
return
|
|
|
|
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes!
|
|
user << "\red You cannot locate any eyes on this creature!"
|
|
return
|
|
|
|
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
|
|
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
|
|
|
|
log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
|
|
|
|
src.add_fingerprint(user)
|
|
//if((CLUMSY in user.mutations) && prob(50))
|
|
// M = user
|
|
/*
|
|
M << "\red You stab yourself in the eye."
|
|
M.sdisabilities |= BLIND
|
|
M.weakened += 4
|
|
M.adjustBruteLoss(10)
|
|
*/
|
|
if(M != user)
|
|
for(var/mob/O in (viewers(M) - user - M))
|
|
O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
|
|
M << "\red [user] stabs you in the eye with [src]!"
|
|
user << "\red You stab [M] in the eye with [src]!"
|
|
else
|
|
user.visible_message( \
|
|
"\red [user] has stabbed themself with [src]!", \
|
|
"\red You stab yourself in the eyes with [src]!" \
|
|
)
|
|
if(istype(M, /mob/living/carbon/human))
|
|
var/datum/organ/external/affecting = M:get_organ("head")
|
|
if(affecting.take_damage(7))
|
|
M:UpdateDamageIcon()
|
|
else
|
|
M.take_organ_damage(7)
|
|
M.eye_blurry += rand(3,4)
|
|
M.eye_stat += rand(2,4)
|
|
if (M.eye_stat >= 10)
|
|
M.eye_blurry += 15+(0.1*M.eye_blurry)
|
|
M.disabilities |= NEARSIGHTED
|
|
if(M.stat != 2)
|
|
M << "\red Your eyes start to bleed profusely!"
|
|
if(prob(50))
|
|
if(M.stat != 2)
|
|
M << "\red You drop what you're holding and clutch at your eyes!"
|
|
M.drop_item()
|
|
M.eye_blurry += 10
|
|
M.Paralyse(1)
|
|
M.Weaken(4)
|
|
if (prob(M.eye_stat - 10 + 1))
|
|
if(M.stat != 2)
|
|
M << "\red You go blind!"
|
|
M.sdisabilities |= BLIND
|
|
return
|
|
|
|
/obj/item/clean_blood()
|
|
. = ..()
|
|
if(blood_overlay)
|
|
overlays.Remove(blood_overlay)
|
|
if(istype(src, /obj/item/clothing/gloves))
|
|
var/obj/item/clothing/gloves/G = src
|
|
G.transfer_blood = 0 |