mirror of
https://github.com/ParadiseSS13/Paradise.git
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199 lines
7.2 KiB
Plaintext
199 lines
7.2 KiB
Plaintext
/obj/item/restraints/legcuffs
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name = "leg cuffs"
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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 = WEIGHT_CLASS_NORMAL
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origin_tech = "engineering=3;combat=3"
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slowdown = 7
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breakouttime = 300 //Deciseconds = 30s = 0.5 minute
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/obj/item/restraints/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 = "beartrap"
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desc = "A trap used to catch bears and other legged creatures."
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origin_tech = "engineering=4"
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var/armed = 0
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var/trap_damage = 20
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var/obj/item/grenade/iedcasing/IED = null
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var/obj/item/assembly/signaler/sig = null
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/obj/item/restraints/legcuffs/beartrap/New()
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..()
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icon_state = "[initial(icon_state)][armed]"
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/obj/item/restraints/legcuffs/beartrap/Destroy()
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QDEL_NULL(IED)
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QDEL_NULL(sig)
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return ..()
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/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is sticking [user.p_their()] head in the [name]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return BRUTELOSS
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/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
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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 = "[initial(icon_state)][armed]"
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to_chat(user, "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>")
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/obj/item/restraints/legcuffs/beartrap/attackby(obj/item/I, mob/user) //Let's get explosive.
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if(istype(I, /obj/item/grenade/iedcasing))
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if(IED)
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to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
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return
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if(sig)
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to_chat(user, "<span class='warning'>This beartrap already has a signaler hooked up to it!</span>")
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return
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user.drop_item()
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I.forceMove(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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to_chat(user, "<span class='notice'>You sneak [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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if(istype(I, /obj/item/assembly/signaler))
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if(IED)
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to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
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return
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if(sig)
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to_chat(user, "<span class='warning'>This beartrap already has a signaler hooked up to it!</span>")
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return
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sig = I
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if(sig.secured)
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to_chat(user, "<span class='notice'>The signaler is secured.</span>")
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sig = null
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return
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user.drop_item()
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I.forceMove(src)
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to_chat(user, "<span class='notice'>You sneak the [sig] 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 a remote signaler hooked up to it.</span>"
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if(istype(I, /obj/item/screwdriver))
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if(IED)
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IED.forceMove(get_turf(src))
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IED = null
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to_chat(user, "<span class='notice'>You remove the IED from the [src].</span>")
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return
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if(sig)
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sig.forceMove(get_turf(src))
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sig = null
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to_chat(user, "<span class='notice'>You remove the signaler from the [src].</span>")
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return
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..()
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/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj)
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if(armed && isturf(src.loc))
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if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/hostile/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
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var/mob/living/L = AM
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armed = 0
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icon_state = "[initial(icon_state)][armed]"
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
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"<span class='userdanger'>You trigger \the [src]!</span>")
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if(IED && isturf(src.loc))
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IED.active = 1
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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(sig && isturf(src.loc))
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sig.signal()
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.lying)
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H.apply_damage(trap_damage, BRUTE,"chest")
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else
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H.apply_damage(trap_damage, BRUTE,(pick("l_leg", "r_leg")))
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if(!H.legcuffed && H.get_num_legs() >= 2) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
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H.legcuffed = src
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forceMove(H)
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H.update_inv_legcuffed()
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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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else
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L.apply_damage(trap_damage, BRUTE)
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..()
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/obj/item/restraints/legcuffs/beartrap/energy
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name = "energy snare"
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armed = 1
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icon_state = "e_snare"
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trap_damage = 0
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flags = DROPDEL
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/obj/item/restraints/legcuffs/beartrap/energy/New()
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..()
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addtimer(CALLBACK(src, .proc/dissipate), 100)
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/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
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if(!ismob(loc))
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do_sparks(1, 1, src)
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qdel(src)
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/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user)
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Crossed(user) //honk
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/obj/item/restraints/legcuffs/beartrap/energy/cyborg
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breakouttime = 20 // Cyborgs shouldn't have a strong restraint
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/obj/item/restraints/legcuffs/bola
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name = "bola"
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desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly."
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icon_state = "bola"
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breakouttime = 35//easy to apply, easy to break out of
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gender = NEUTER
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origin_tech = "engineering=3;combat=1"
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hitsound = 'sound/effects/snap.ogg'
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var/weaken = 0
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/obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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playsound(loc,'sound/weapons/bolathrow.ogg', 50, TRUE)
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if(!..())
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return
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/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom)
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if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
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return//abort
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var/mob/living/carbon/C = hit_atom
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if(!C.legcuffed && C.get_num_legs() >= 2)
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visible_message("<span class='danger'>[src] ensnares [C]!</span>")
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C.legcuffed = src
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forceMove(C)
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C.update_inv_legcuffed()
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feedback_add_details("handcuffs","B")
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to_chat(C, "<span class='userdanger'>[src] ensnares you!</span>")
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C.Weaken(weaken)
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playsound(loc, hitsound, 50, TRUE)
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/obj/item/restraints/legcuffs/bola/tactical //traitor variant
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name = "reinforced bola"
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desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
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icon_state = "bola_r"
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breakouttime = 70
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origin_tech = "engineering=4;combat=3"
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weaken = 1
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/obj/item/restraints/legcuffs/bola/energy //For Security
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name = "energy bola"
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desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
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icon_state = "ebola"
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hitsound = 'sound/weapons/tase.ogg'
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w_class = WEIGHT_CLASS_SMALL
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breakouttime = 60
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/obj/item/restraints/legcuffs/bola/energy/throw_impact(atom/hit_atom)
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if(iscarbon(hit_atom))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(hit_atom))
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B.Crossed(hit_atom)
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qdel(src)
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..()
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