mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
* Move brain organ code where it belongs * Rename too * WIP, but hey, it kinda works now. * Account for a few missing heads * Remove vital check, killing the user on death * Let defibs and scanners better deal with these * Remove debug brains * Clean up some more contingencies * More head checks * Update code/modules/antagonists/changeling/datum_changeling.dm Co-authored-by: Farie82 <farie82@users.noreply.github.com> * Fixes up signal business * some stuff from sean's review * Add some type safety checks for heads * oops * Update code/game/objects/items/weapons/cosmetics.dm get this in there too Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * Remove decap sword * Quick suggestions Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Addresses shedding problems * Add new defib changes * this is why we have CI Co-authored-by: Farie82 <farie82@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
87 lines
3.6 KiB
Plaintext
87 lines
3.6 KiB
Plaintext
/obj/item/scissors
|
|
name = "Scissors"
|
|
desc = "Those are scissors. Don't run with them!"
|
|
icon_state = "scissor"
|
|
item_state = "scissor"
|
|
force = 5
|
|
sharp = TRUE
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
attack_verb = list("slices", "cuts", "stabs", "jabs")
|
|
toolspeed = 1
|
|
|
|
/obj/item/scissors/barber
|
|
name = "Barber's Scissors"
|
|
desc = "A pair of scissors used by the barber."
|
|
icon_state = "bscissor"
|
|
item_state = "scissor"
|
|
attack_verb = list("beautifully sliced", "artistically cut", "smoothly stabbed", "quickly jabbed")
|
|
toolspeed = 0.75
|
|
|
|
/obj/item/scissors/attack(mob/living/carbon/M as mob, mob/user as mob)
|
|
if(user.a_intent != INTENT_HELP)
|
|
..()
|
|
return
|
|
if(!(M in view(1))) //Adjacency test
|
|
..()
|
|
return
|
|
if(ishuman(M))
|
|
var/mob/living/carbon/human/H = M
|
|
var/obj/item/organ/external/head/C = H.get_organ("head")
|
|
if(!C)
|
|
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
|
|
return
|
|
//facial hair
|
|
var/f_new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in H.generate_valid_facial_hairstyles()
|
|
//handle normal hair
|
|
var/h_new_style = input(user, "Select a hair style", "Grooming") as null|anything in H.generate_valid_hairstyles()
|
|
user.visible_message("<span class='notice'>[user] starts cutting [M]'s hair!</span>", "<span class='notice'>You start cutting [M]'s hair!</span>") //arguments for this are: 1. what others see 2. what the user sees. --Fixed grammar, (TGameCo)
|
|
playsound(loc, 'sound/goonstation/misc/scissor.ogg', 100, 1)
|
|
if(do_after(user, 50 * toolspeed, target = H)) //this is the part that adds a delay. delay is in deciseconds. --Made it 5 seconds, because hair isn't cut in one second in real life, and I want at least a little bit longer time, (TGameCo)
|
|
if(!(M in view(1))) //Adjacency test
|
|
user.visible_message("<span class='notice'>[user] stops cutting [M]'s hair.</span>", "<span class='notice'>You stop cutting [M]'s hair.</span>")
|
|
return
|
|
if(f_new_style)
|
|
C.f_style = f_new_style
|
|
if(h_new_style)
|
|
C.h_style = h_new_style
|
|
|
|
H.update_hair()
|
|
H.update_fhair()
|
|
user.visible_message("<span class='notice'>[user] finishes cutting [M]'s hair!</span>")
|
|
|
|
/obj/item/scissors/safety //Totally safe, I assure you.
|
|
desc = "The blades of the scissors appear to be made of some sort of ultra-strong metal alloy."
|
|
force = 18 //same as e-daggers
|
|
var/is_cutting = 0 //to prevent spam clicking this for huge accumulation of losebreath.
|
|
|
|
/obj/item/scissors/safety/attack(mob/living/carbon/M as mob, mob/user as mob)
|
|
if(user.a_intent != INTENT_HELP)
|
|
..()
|
|
return
|
|
if(!(M in view(1)))
|
|
..()
|
|
return
|
|
if(ishuman(M))
|
|
var/mob/living/carbon/human/H = M
|
|
|
|
if(!is_cutting)
|
|
is_cutting = 1
|
|
user.visible_message("<span class='notice'>[user] starts cutting [M]'s hair!</span>", "<span class='notice'>You start cutting [M]'s hair!</span>")
|
|
playsound(loc, 'sound/goonstation/misc/scissor.ogg', 100, 1)
|
|
if(do_after(user, 50 * toolspeed, target = H))
|
|
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
|
|
user.visible_message("<span class='danger'>[user] abruptly stops cutting [M]'s hair and slices [M.p_their()] throat!</span>", "<span class='danger'>You stop cutting [M]'s hair and slice [M.p_their()] throat!</span>") //Just a little off the top.
|
|
H.AdjustLoseBreath(20 SECONDS) //30 Oxy damage over time
|
|
H.apply_damage(18, BRUTE, "head", sharp =1, used_weapon = "scissors")
|
|
var/turf/location = get_turf(src)
|
|
H.add_splatter_floor(location)
|
|
H.bloody_hands(H)
|
|
H.bloody_body(H)
|
|
var/mob/living/carbon/human/U = user
|
|
U.bloody_hands(H)
|
|
U.bloody_body(H)
|
|
is_cutting = 0
|
|
return
|
|
is_cutting = 0
|