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Paradise/code/game/objects/items/weapons/garrote.dm
2019-04-23 23:53:40 -04:00

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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 = 0
var/garrote_time
/obj/item/twohanded/garrote/Destroy()
strangling = null
return ..()
/obj/item/twohanded/garrote/update_icon()
if(strangling) // If we're strangling someone we want our icon to stay wielded
icon_state = "garrot_unwrap"
return
icon_state = "garrot_[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 = 1
/obj/item/twohanded/garrote/improvised/update_icon()
if(strangling)
icon_state = "garrot_I_unwrap"
return
icon_state = "garrot_I_[wielded ? "un" : ""]wrap"
/obj/item/twohanded/garrote/wield(mob/living/carbon/user)
if(strangling)
user.visible_message("<span class='info'>[user] removes the [src] from [strangling]'s neck.</span>", \
"<span class='warning'>You remove the [src] from [strangling]'s neck.</span>")
strangling = null
update_icon()
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(!istype(user, /mob/living/carbon/human)) // 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(!istype(M, /mob/living/carbon/human))
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(1)
else
G.state = GRAB_NECK
G.hud.icon_state = "kill"
G.hud.name = "kill"
M.AdjustSilence(1)
garrote_time = world.time + 10
START_PROCESSING(SSobj, src)
strangling = M
update_icon()
playsound(src.loc, 'sound/weapons/cablecuff.ogg', 15, 1, -1)
M.visible_message("<span class='danger'>[U] comes from behind and begins garroting [M] with the [src]!</span>", \
"<span class='userdanger'>[U]\ begins garroting you with the [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()
STOP_PROCESSING(SSobj, src)
return
if(!istype(loc, /mob/living/carbon/human))
strangling = null
update_icon()
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()
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()
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(3)
if(improvised)
strangling.stuttering = max(strangling.stuttering, 3)
strangling.apply_damage(2, OXY, "head")
return
strangling.Silence(3) // Non-improvised effects
strangling.apply_damage(4, OXY, "head")
/obj/item/twohanded/garrote/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping the [src] around [user.p_their()] neck and pulling the handles! It looks like [user.p_theyre()] trying to commit suicide.</span>")
playsound(src.loc, 'sound/weapons/cablecuff.ogg', 15, 1, -1)
return OXYLOSS