Files
Paradise/code/game/objects/items/weapons/garrote.dm
T
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

164 lines
5.3 KiB
Plaintext

/*
* 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 = FALSE
var/garrote_time
/obj/item/twohanded/garrote/Destroy()
strangling = null
return ..()
/obj/item/twohanded/garrote/update_icon_state()
if(strangling) // If we're strangling someone we want our icon to stay wielded
icon_state = "garrot_[improvised ? "I_" : ""]unwrap"
else
icon_state = "garrot_[improvised ? "I_" : ""][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 = TRUE
/obj/item/twohanded/garrote/wield(mob/living/carbon/user)
if(strangling)
user.visible_message("<span class='notice'>[user] removes [src] from [strangling]'s neck.</span>",
"<span class='warning'>You remove [src] from [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
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(2 SECONDS)
else
G.state = GRAB_NECK
G.hud.icon_state = "kill"
G.hud.name = "kill"
M.AdjustSilence(2 SECONDS)
garrote_time = world.time + 10
START_PROCESSING(SSobj, src)
strangling = M
update_icon(UPDATE_ICON_STATE)
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 [src]!</span>", \
"<span class='userdanger'>[U] begins garroting you with [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(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(!istype(loc, /mob/living/carbon/human))
strangling = null
update_icon(UPDATE_ICON_STATE)
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(UPDATE_ICON_STATE)
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(UPDATE_ICON_STATE)
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(6 SECONDS)
if(improvised)
strangling.Stuttering(6 SECONDS)
strangling.apply_damage(2, OXY, "head")
return
strangling.Silence(6 SECONDS) // 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 [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