mirror of
https://github.com/ParadiseSS13/Paradise.git
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203 lines
8.4 KiB
Plaintext
203 lines
8.4 KiB
Plaintext
/obj/item/weapon/legcuffs
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name = "legcuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "handcuff"
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flags = CONDUCT
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throwforce = 0
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w_class = 3.0
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origin_tech = "materials=1"
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var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
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/obj/item/weapon/legcuffs/beartrap
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name = "bear trap"
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throw_speed = 1
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throw_range = 1
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icon_state = "beartrap0"
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desc = "A trap used to catch bears and other legged creatures."
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var/armed = 0
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var/obj/item/weapon/grenade/iedcasing/IED = null
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suicide_act(mob/user)
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viewers(user) << "<span class='suicide'>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</span>"
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return (BRUTELOSS)
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/obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob)
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..()
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if(ishuman(user) && !user.stat && !user.restrained())
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armed = !armed
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icon_state = "beartrap[armed]"
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user << "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>"
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/obj/item/weapon/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive.
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if(istype(I, /obj/item/weapon/grenade/iedcasing))
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if(IED)
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user << "<span class='warning'>This beartrap already has an IED hooked up to it!</span>"
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return
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IED = I
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switch(IED.assembled)
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if(0,1) //if it's not fueled/hooked up
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user << "<span class='warning'>You haven't prepared this IED yet!</span>"
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IED = null
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return
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if(2,3)
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user.drop_item(src)
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I.loc = src
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message_admins("[key_name_admin(user)] has rigged a beartrap with an IED.")
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log_game("[key_name(user)] has rigged a beartrap with an IED.")
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user << "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>"
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desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
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else
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user << "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>"
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IED = null
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return
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if(istype(I, /obj/item/weapon/screwdriver))
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if(IED)
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IED.loc = get_turf(src.loc)
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IED = null
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user << "<span class='notice'>You remove the IED from the [src].</span>"
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return
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..()
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/obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj)
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if(armed)
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if(IED && isturf(src.loc))
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IED.active = 1
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IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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IED.icon_state = initial(icon_state) + "_active"
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IED.assembled = 3
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message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
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log_game("[key_name(usr)] has triggered an IED-rigged [name].")
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spawn(IED.det_time)
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IED.prime()
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if(ishuman(AM))
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if(isturf(src.loc))
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var/mob/living/carbon/H = AM
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if(H.m_intent == "run")
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if(H.lying)
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H.apply_damage(20,BRUTE,"chest")
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else
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H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg")))
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armed = 0
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icon_state = "beartrap0"
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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H.visible_message("<span class='danger'>[H] triggers \the [src].</span>", \
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"<span class='userdanger'>You trigger \the [src]!</span>")
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H.legcuffed = src
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src.loc = H
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H.update_inv_legcuffed()
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H << "<span class='danger'>You step on \the [src]!</span>"
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if(IED && IED.active)
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H << "<span class='danger'>\The [src]'s IED has been activated!</span>"
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feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
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for(var/mob/O in viewers(H, null))
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if(O == H)
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continue
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O.show_message("\red <B>[H] steps on \the [src].</B>", 1)
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if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
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armed = 0
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icon_state = "beartrap0"
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var/mob/living/simple_animal/SA = AM
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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SA.visible_message("<span class='danger'>[SA] triggers \the [src].</span>", \
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"<span class='userdanger'>You trigger \the [src]!</span>")
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SA.health -= 20
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..()
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/obj/item/weapon/legcuffs/bolas
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name = "bolas"
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desc = "An entangling bolas. Throw at your foes to trip them and prevent them from running."
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gender = NEUTER
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icon = 'icons/obj/weapons.dmi'
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icon_state = "bolas"
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siemens_coefficient = 1
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slot_flags = SLOT_BELT
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throwforce = 2
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w_class = 2
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origin_tech = "materials=1"
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attack_verb = list("lashed", "bludgeoned", "whipped")
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force = 4
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breakouttime = 50 //10 seconds
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throw_speed = 1
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throw_range = 10
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var/dispenser = 0
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var/throw_sound = 'sound/weapons/whip.ogg'
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var/trip_prob = 60
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var/thrown_from
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/obj/item/weapon/legcuffs/bolas/suicide_act(mob/living/user)
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viewers(user) << "<span class='danger'>[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide.</span>"
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return(OXYLOSS)
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/obj/item/weapon/legcuffs/bolas/throw_at(var/atom/A, throw_range, throw_speed)
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if(usr && !istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas)) //if there is a user, but not a mech
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if(istype(usr, /mob/living/carbon/human)) //if the user is human
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var/mob/living/carbon/human/H = usr
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if((CLUMSY in H.mutations) && prob(50))
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H <<"<span class='warning'>You smack yourself in the face while swinging the [src]!</span>"
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H.Stun(2)
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H.drop_item(src)
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return
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if (!thrown_from && usr) //if something hasn't set it already (like a mech does when it launches)
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thrown_from = usr //then the user must have thrown it
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if (!istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas))
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playsound(src, throw_sound, 20, 1) //because mechs play the sound anyways
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var/turf/target = get_turf(A)
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var/atom/movable/adjtarget = new /atom/movable
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var/xadjust = 0
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var/yadjust = 0
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var/scaler = 0 //used to changed the normalised vector to the proper size
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scaler = throw_range / max(abs(target.x - src.x), abs(target.y - src.y)) //whichever is larger magnitude is what we normalise to
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if (target.x - src.x != 0) //just to avoid fucking with math for no reason
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xadjust = round((target.x - src.x) * scaler) //normalised vector is now scaled up to throw_range
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adjtarget.x = src.x + xadjust //the new target at max range
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else
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adjtarget.x = src.x
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if (target.y - src.y != 0)
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yadjust = round((target.y - src.y) * scaler)
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adjtarget.y = src.y + yadjust
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else
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adjtarget.y = src.y
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// log_admin("Adjusted target of [adjtarget.x] and [adjtarget.y], adjusted with [xadjust] and [yadjust] from [scaler]")
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..(get_turf(adjtarget), throw_range, throw_speed)
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thrown_from = null
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/obj/item/weapon/legcuffs/bolas/throw_impact(atom/hit_atom) //Pomf was right, I was wrong - Comic
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if(isliving(hit_atom) && hit_atom != usr) //if the target is a live creature other than the thrower
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var/mob/living/M = hit_atom
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if(ishuman(M)) //if they're a human species
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var/mob/living/carbon/human/H = M
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if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment)
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if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic
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step(H, H.dir)
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H.visible_message("<span class='warning'>[H] was tripped by the bolas!</span>","<span class='warning'>Your legs have been tangled!</span>");
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H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected
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H.Weaken(4)
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H.legcuffed = src //applies legcuff properties inherited through legcuffs
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src.loc = H
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H.update_inv_legcuffed()
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if(!H.legcuffed) //in case it didn't happen, we need a safety net
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throw_failed()
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else if(H.legcuffed) //if the target is already legcuffed (has to be walking)
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throw_failed()
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return
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else //walking, but uncuffed, or the running prob() failed
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H << "<span class='notice'>You stumble over the thrown bolas</span>"
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step(H, H.dir)
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H.Stun(1)
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throw_failed()
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return
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else
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M.Stun(2) //minor stun damage to anything not human
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throw_failed()
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return
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/obj/item/weapon/legcuffs/bolas/proc/throw_failed() //called when the throw doesn't entangle
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//log_admin("Logged as [thrown_from]")
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if(!thrown_from || !istype(thrown_from, /mob/living)) //in essence, if we don't know whether a person threw it
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qdel(src) //destroy it, to stop infinite bolases
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/obj/item/weapon/legcuffs/bolas/Bump()
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..()
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throw_failed() //allows a mech bolas to be destroyed |