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Paradise/code/game/objects/items/weapons/garrote.dm
2023-06-02 18:00:05 +01:00

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/*
* Contains:
* Traitor fiber wire
* Improvised garrotes
*/
/obj/item/twohanded/garrote // 12TC traitor item
name = "fiber wire"
desc = "A length of razor-thin wire with an elegant wooden handle on either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon_state = "garrot_wrap"
w_class = WEIGHT_CLASS_TINY
var/mob/living/carbon/human/strangling
var/improvised = FALSE
var/garrote_time
/obj/item/twohanded/garrote/Destroy()
strangling = null
return ..()
/obj/item/twohanded/garrote/update_icon_state()
if(strangling) // If we're strangling someone we want our icon to stay wielded
icon_state = "garrot_[improvised ? "I_" : ""]unwrap"
else
icon_state = "garrot_[improvised ? "I_" : ""][wielded ? "un" : ""]wrap"
/obj/item/twohanded/garrote/improvised // Made via tablecrafting
name = "garrote"
desc = "A length of cable with a shoddily-carved wooden handle tied to either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon_state = "garrot_I_wrap"
improvised = TRUE
/obj/item/twohanded/garrote/wield(mob/living/carbon/user)
if(strangling)
user.visible_message("<span class='notice'>[user] removes [src] from [strangling]'s neck.</span>",
"<span class='warning'>You remove [src] from [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
else
..()
/obj/item/twohanded/garrote/attack(mob/living/carbon/M as mob, mob/user as mob)
if(garrote_time > world.time) // Cooldown
return
if(!ishuman(user)) // spap_hand is a proc of /mob/living, user is simply /mob
return
var/mob/living/carbon/human/U = user
if(!wielded)
to_chat(user, "<span class = 'warning'>You must use both hands to garrote [M]!</span>")
return
if(!ishuman(M))
to_chat(user, "<span class = 'warning'>You don't think that garroting [M] would be very effective...</span>")
return
if(M == U)
U.suicide() // This will display a prompt for confirmation first.
return
if(M.dir != U.dir)
to_chat(user, "<span class='warning'>You cannot use [src] on [M] from that angle!</span>")
return
if(improvised && ((M.head && (M.head.flags_cover & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags_cover & MASKCOVERSMOUTH)))) // Improvised garrotes are blocked by mouth-covering items.
to_chat(user, "<span class = 'warning'>[M]'s neck is blocked by something [M.p_theyre()] wearing!</span>")
if(strangling)
to_chat(user, "<span class = 'warning'>You cannot use [src] on two people at once!</span>")
return
unwield(U)
U.swap_hand() // For whatever reason the grab will not properly work if we don't have the free hand active.
var/obj/item/grab/G = M.grabbedby(U, 1)
U.swap_hand()
if(G && istype(G))
if(improvised) // Improvised garrotes start you off with a passive grab, but keep you stunned like an agressive grab.
M.Stun(2 SECONDS)
else
G.state = GRAB_NECK
G.hud.icon_state = "kill"
G.hud.name = "kill"
M.AdjustSilence(2 SECONDS)
garrote_time = world.time + 10
START_PROCESSING(SSobj, src)
strangling = M
update_icon(UPDATE_ICON_STATE)
playsound(loc, 'sound/weapons/cablecuff.ogg', 15, 1, -10, ignore_walls = FALSE)
M.visible_message("<span class='danger'>[U] comes from behind and begins garroting [M] with [src]!</span>", \
"<span class='userdanger'>[U] begins garroting you with [src]![improvised ? "" : " You are unable to speak!"]</span>", \
"You hear struggling and wire strain against flesh!")
return
/obj/item/twohanded/garrote/process()
if(!strangling)
// Our mark got gibbed or similar
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(!ishuman(loc))
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
var/mob/living/carbon/human/user = loc
var/obj/item/grab/G
if(src == user.r_hand && istype(user.l_hand, /obj/item/grab))
G = user.l_hand
else if(src == user.l_hand && istype(user.r_hand, /obj/item/grab))
G = user.r_hand
else
user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(!G.affecting)
user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(G.state < GRAB_NECK) // Only possible with improvised garrotes, essentially this will stun people as if they were aggressively grabbed. Allows for resisting out if you're quick, but not running away.
strangling.Stun(6 SECONDS)
if(improvised)
strangling.Stuttering(6 SECONDS)
strangling.apply_damage(2, OXY, "head")
return
strangling.AbsoluteSilence(6 SECONDS) // Non-improvised effects
if(G.state == GRAB_KILL)
strangling.PreventOxyHeal(6 SECONDS)
strangling.AdjustLoseBreath(6 SECONDS)
strangling.apply_damage(4, OXY, "head")
/obj/item/twohanded/garrote/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping [src] around [user.p_their()] neck and pulling the handles! It looks like [user.p_theyre()] trying to commit suicide.</span>")
playsound(loc, 'sound/weapons/cablecuff.ogg', 15, 1, -10, ignore_walls = FALSE)
return OXYLOSS