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f4b37b4177
* 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
164 lines
5.3 KiB
Plaintext
164 lines
5.3 KiB
Plaintext
/*
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* Contains:
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* Traitor fiber wire
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* Improvised garrotes
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*/
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/obj/item/twohanded/garrote // 12TC traitor item
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name = "fiber wire"
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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."
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icon_state = "garrot_wrap"
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w_class = WEIGHT_CLASS_TINY
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var/mob/living/carbon/human/strangling
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var/improvised = FALSE
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var/garrote_time
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/obj/item/twohanded/garrote/Destroy()
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strangling = null
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return ..()
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/obj/item/twohanded/garrote/update_icon_state()
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if(strangling) // If we're strangling someone we want our icon to stay wielded
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icon_state = "garrot_[improvised ? "I_" : ""]unwrap"
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else
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icon_state = "garrot_[improvised ? "I_" : ""][wielded ? "un" : ""]wrap"
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/obj/item/twohanded/garrote/improvised // Made via tablecrafting
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name = "garrote"
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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."
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icon_state = "garrot_I_wrap"
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improvised = TRUE
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/obj/item/twohanded/garrote/wield(mob/living/carbon/user)
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if(strangling)
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user.visible_message("<span class='notice'>[user] removes [src] from [strangling]'s neck.</span>",
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"<span class='warning'>You remove [src] from [strangling]'s neck.</span>")
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strangling = null
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update_icon(UPDATE_ICON_STATE)
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STOP_PROCESSING(SSobj, src)
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else
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..()
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/obj/item/twohanded/garrote/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(garrote_time > world.time) // Cooldown
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return
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if(!istype(user, /mob/living/carbon/human)) // spap_hand is a proc of /mob/living, user is simply /mob
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return
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var/mob/living/carbon/human/U = user
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if(!wielded)
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to_chat(user, "<span class = 'warning'>You must use both hands to garrote [M]!</span>")
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return
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if(!istype(M, /mob/living/carbon/human))
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to_chat(user, "<span class = 'warning'>You don't think that garroting [M] would be very effective...</span>")
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return
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if(M == U)
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U.suicide() // This will display a prompt for confirmation first.
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return
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if(M.dir != U.dir)
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to_chat(user, "<span class='warning'>You cannot use [src] on [M] from that angle!</span>")
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return
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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.
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to_chat(user, "<span class = 'warning'>[M]'s neck is blocked by something [M.p_theyre()] wearing!</span>")
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if(strangling)
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to_chat(user, "<span class = 'warning'>You cannot use [src] on two people at once!</span>")
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return
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unwield(U)
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U.swap_hand() // For whatever reason the grab will not properly work if we don't have the free hand active.
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var/obj/item/grab/G = M.grabbedby(U, 1)
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U.swap_hand()
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if(G && istype(G))
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if(improvised) // Improvised garrotes start you off with a passive grab, but keep you stunned like an agressive grab.
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M.Stun(2 SECONDS)
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else
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G.state = GRAB_NECK
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G.hud.icon_state = "kill"
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G.hud.name = "kill"
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M.AdjustSilence(2 SECONDS)
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garrote_time = world.time + 10
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START_PROCESSING(SSobj, src)
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strangling = M
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update_icon(UPDATE_ICON_STATE)
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playsound(src.loc, 'sound/weapons/cablecuff.ogg', 15, 1, -1)
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M.visible_message("<span class='danger'>[U] comes from behind and begins garroting [M] with [src]!</span>", \
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"<span class='userdanger'>[U] begins garroting you with [src]![improvised ? "" : " You are unable to speak!"]</span>", \
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"You hear struggling and wire strain against flesh!")
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return
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/obj/item/twohanded/garrote/process()
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if(!strangling)
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// Our mark got gibbed or similar
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update_icon(UPDATE_ICON_STATE)
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STOP_PROCESSING(SSobj, src)
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return
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if(!istype(loc, /mob/living/carbon/human))
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strangling = null
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update_icon(UPDATE_ICON_STATE)
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STOP_PROCESSING(SSobj, src)
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return
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var/mob/living/carbon/human/user = loc
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var/obj/item/grab/G
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if(src == user.r_hand && istype(user.l_hand, /obj/item/grab))
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G = user.l_hand
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else if(src == user.l_hand && istype(user.r_hand, /obj/item/grab))
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G = user.r_hand
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else
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user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
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"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
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strangling = null
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update_icon(UPDATE_ICON_STATE)
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STOP_PROCESSING(SSobj, src)
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return
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if(!G.affecting)
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user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
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"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
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strangling = null
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update_icon(UPDATE_ICON_STATE)
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STOP_PROCESSING(SSobj, src)
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return
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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.
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strangling.Stun(6 SECONDS)
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if(improvised)
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strangling.Stuttering(6 SECONDS)
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strangling.apply_damage(2, OXY, "head")
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return
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strangling.Silence(6 SECONDS) // Non-improvised effects
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strangling.apply_damage(4, OXY, "head")
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/obj/item/twohanded/garrote/suicide_act(mob/user)
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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>")
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playsound(src.loc, 'sound/weapons/cablecuff.ogg', 15, 1, -1)
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return OXYLOSS
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