Files
Paradise/code/game/objects/effects/mines.dm

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/obj/effect/mine
name = "dummy mine"
desc = "I Better stay away from that thing."
density = 0
anchored = 1
icon = 'icons/obj/items.dmi'
icon_state = "uglyminearmed"
var/triggered = 0
var/faction = "syndicate"
/obj/effect/mine/proc/mineEffect(mob/living/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
if(!isliving(AM))
return
var/mob/living/M = AM
if(faction && (faction in M.faction))
return
if(M.flying)
return
triggermine(M)
/obj/effect/mine/proc/triggermine(mob/living/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
do_sparks(3, 1, src)
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/ex_act(severity)
// Necessary because, as effects, they have infinite health, and wouldn't be destroyed otherwise.
// Also, they're pressure-sensitive mines, it makes sense that an explosion (wave of pressure) triggers/destroys them.
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/living/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 8
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Weaken(stun_time)
/obj/effect/mine/depot
name = "sentry mine"
/obj/effect/mine/depot/mineEffect(mob/living/victim)
var/area/syndicate_depot/core/depotarea = areaMaster
if(istype(depotarea))
if(depotarea.mine_triggered(victim))
explosion(loc, 1, 0, 0, 1) // devastate the tile you are on, but leave everything else untouched
/obj/effect/mine/dnascramble
name = "Radiation Mine"
var/radiation_amount
/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
victim.apply_effect(radiation_amount, IRRADIATE, 0)
if(ishuman(victim))
var/mob/living/carbon/human/V = victim
if(NO_DNA in V.dna.species.species_traits)
return
randmutb(victim)
domutcheck(victim ,null)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = SPAWN_OXYGEN
/obj/effect/mine/gas/mineEffect(mob/living/victim)
atmos_spawn_air(gas_type, gas_amount)
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = SPAWN_HEAT | SPAWN_TOXINS
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = SPAWN_N2O
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/living/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/living/victim)
if(triggered)
return
triggered = 1
invisibility = 101
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "red"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!istype(victim) || !victim.client)
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
victim << 'sound/misc/e1m1.ogg'
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP
victim.drop_l_hand()
victim.drop_r_hand()
victim.put_in_hands(chainsaw)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine", 25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
spawn(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
spawn(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "blue"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive()
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "yellow"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.status_flags |= GOTTAGOFAST
spawn(duration)
victim.status_flags &= ~GOTTAGOFAST
to_chat(victim, "<span class='notice'>You slow down.</span>")