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Polaris/code/game/objects/items/weapons/clown_items.dm
2015-11-08 10:09:14 -05:00

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/* Clown Items
* Contains:
* Banana Peels
* Soap
* Bike Horns
*/
/*
* Banana Peals
*/
/obj/item/weapon/bananapeel/Crossed(AM as mob|obj)
if (istype(AM, /mob/living))
var/mob/living/M = AM
M.slip("the [src.name]",4)
/*
* Soap
*/
/obj/item/weapon/soap/Crossed(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
if (istype(AM, /mob/living))
var/mob/living/M = AM
M.slip("the [src.name]",3)
/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen))
user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>"
else if(istype(target,/obj/effect/decal/cleanable))
user << "<span class='notice'>You scrub \the [target.name] out.</span>"
qdel(target)
else if(istype(target,/turf))
user << "<span class='notice'>You scrub \the [target.name] clean.</span>"
var/turf/T = target
T.clean(src)
else
user << "<span class='notice'>You clean \the [target.name].</span>"
target.clean_blood()
return
/obj/item/weapon/soap/attack(mob/target as mob, mob/user as mob)
if(target && user && ishuman(target) && ishuman(user) && !target.stat && !user.stat && user.zone_sel &&user.zone_sel.selecting == "mouth" )
user.visible_message("<span class='danger'>\The [user] washes \the [target]'s mouth out with soap!</span>")
return
..()
/*
* Bike Horns
*/
/obj/item/weapon/bikehorn/attack_self(mob/user as mob)
if (spam_flag == 0)
spam_flag = 1
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
src.add_fingerprint(user)
spawn(20)
spam_flag = 0
return