Files
Paradise/code/game/objects/items/weapons/scissors.dm
2015-11-05 06:51:00 -05:00

110 lines
4.4 KiB
Plaintext

/obj/item/weapon/scissors
name = "Scissors"
desc = "Those are scissors. Don't run with them!"
icon_state = "scissor"
item_state = "scissor"
force = 5
sharp = 1
edge = 1
w_class = 2
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("slices", "cuts", "stabs", "jabs")
/obj/item/weapon/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 slices", "artistically cuts", "smoothly stabs", "quickly jabs")
/obj/item/weapon/scissors/attack(mob/living/carbon/M as mob, mob/user as mob)
if(user.a_intent != "help")
..()
return
if(!(M in view(1))) //Adjacency test
..()
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
//see code/modules/mob/new_player/preferences.dm at approx line 545 for comments!
//this is largely copypasted from there.
//handle facial hair (if necessary)
var/list/species_facial_hair = list()
if(H.gender == MALE || H.get_species() == "Vulpkanin")
if(H.species)
for(var/i in facial_hair_styles_list)
var/datum/sprite_accessory/facial_hair/tmp_facial = facial_hair_styles_list[i]
if(H.species.name in tmp_facial.species_allowed)
species_facial_hair += i
else
species_facial_hair = facial_hair_styles_list
var/f_new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in species_facial_hair
//handle normal hair
var/list/species_hair = list()
if(H.species)
for(var/i in hair_styles_list)
var/datum/sprite_accessory/hair/tmp_hair = hair_styles_list[i]
if(H.species.name in tmp_hair.species_allowed)
species_hair += i
else
species_hair = hair_styles_list
var/h_new_style = input(user, "Select a hair style", "Grooming") as null|anything in species_hair
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/items/Wirecutter.ogg", 50, 1, -1)
spawn(5)
playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
spawn(10)
playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
if(do_after(user, 50, 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)
H.f_style = f_new_style
if(h_new_style)
H.h_style = h_new_style
H.update_hair()
user.visible_message("<span class='notice'>[user] finishes cutting [M]'s hair!</span>")
/obj/item/weapon/scissors/safety //Totally safe, I assure you.
name = "safety scissors"
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/weapon/scissors/safety/attack(mob/living/carbon/M as mob, mob/user as mob)
if(user.a_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/items/Wirecutter.ogg", 50, 1, -1)
spawn(5)
playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
spawn(10)
playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
if(do_after(user, 50, 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 their throat!</span>", "<span class='danger'>You stop cutting [M]'s hair and slice their throat!</span>")
H.losebreath += 10 //30 Oxy damage over time
H.apply_damage(18, BRUTE, "head", sharp =1, edge =1, used_weapon = "scissors")
var/turf/location = get_turf(H)
if (istype(location, /turf/simulated))
location.add_blood(H)
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