Files
Paradise/code/game/objects/structures/kitchen_spike.dm
SkeletalElite 9912529ab7 Grammar Fix
"a meat spike" resulted in weird stuff like "a meat spike is hit by the laser!"
2018-10-06 15:39:04 -07:00

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4.5 KiB
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//////Kitchen Spike
/obj/structure/kitchenspike_frame
name = "meatspike frame"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spikeframe"
desc = "The frame of a meat spike."
density = 1
anchored = 0
/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
add_fingerprint(user)
if(istype(I, /obj/item/wrench))
if(anchored)
to_chat(user, "<span class='notice'>You unwrench [src] from the floor.</span>")
anchored = 0
else
to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
anchored = 1
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if(R.get_amount() >= 4)
R.use(4)
to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
new /obj/structure/kitchenspike(loc)
add_fingerprint(user)
qdel(src)
/obj/structure/kitchenspike
name = "meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
density = 1
anchored = 1
buckle_lying = 0
can_buckle = 1
/obj/structure/kitchenspike/attackby(obj/item/grab/G as obj, mob/user as mob)
if(istype(G, /obj/item/crowbar))
if(!buckled_mob)
playsound(loc, G.usesound, 100, 1)
if(do_after(user, 20 * G.toolspeed, target = src))
to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
new /obj/item/stack/rods(loc, 4)
new /obj/structure/kitchenspike_frame(loc)
add_fingerprint(user)
qdel(src)
else
to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
return
if(!istype(G, /obj/item/grab) || !G.affecting)
return
if(buckled_mob)
to_chat(user, "<span class = 'danger'>The spike already has something on it, finish collecting its meat first!</span>")
else
if(isliving(G.affecting))
if(!buckled_mob)
if(do_mob(user, src, 120))
if(spike(G.affecting))
G.affecting.visible_message("<span class='danger'>[user] slams [G.affecting] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
qdel(G)
return
to_chat(user, "<span class='danger'>You can't use that on the spike!</span>")
return
/obj/structure/kitchenspike/proc/spike(var/mob/living/victim)
if(!istype(victim))
return
if(buckled_mob) //to prevent spam/queing up attacks
return 0
if(victim.buckled)
return 0
var/mob/living/H = victim
playsound(loc, 'sound/effects/splat.ogg', 25, 1)
H.forceMove(loc)
H.emote("scream")
if(ishuman(H))
H.add_splatter_floor()
H.adjustBruteLoss(30)
H.buckled = src
H.dir = 2
buckled_mob = H
var/matrix/m180 = matrix()
m180.Turn(180)
animate(H, transform = m180, time = 3)
H.pixel_y = H.get_standard_pixel_y_offset(180)
return 1
/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
return
/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/carbon/human/user)
if(buckled_mob && buckled_mob.buckled == src)
var/mob/living/M = buckled_mob
if(M != user)
M.visible_message(\
"[user.name] tries to pull [M.name] free of the [src]!",\
"<span class='notice'>[user.name] is trying to pull you off of [src], opening up fresh wounds!</span>",\
"<span class='italics'>You hear a squishy wet noise.</span>")
if(!do_after(user, 300, target = src))
if(M && M.buckled)
M.visible_message(\
"[user.name] fails to free [M.name]!",\
"<span class='notice'>[user.name] fails to pull you off of [src].</span>")
return
else
M.visible_message(\
"<span class='warning'>[M.name] struggles to break free from the [src]!</span>",\
"<span class='notice'>You struggle to break free from the [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
"<span class='italics'>You hear a wet squishing noise..</span>")
M.adjustBruteLoss(30)
if(!do_after(M, 1200, target = src))
if(M && M.buckled)
to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
return
if(!M.buckled)
return
var/matrix/m180 = matrix(M.transform)
m180.Turn(180)
animate(M, transform = m180, time = 3)
M.pixel_y = M.get_standard_pixel_y_offset(180)
M.adjustBruteLoss(30)
visible_message("<span class='danger'>[M] falls free of the [src]!</span>")
unbuckle_mob()
M.emote("scream")
M.AdjustWeakened(10)