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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
128 lines
3.7 KiB
Plaintext
128 lines
3.7 KiB
Plaintext
/obj/item/device/assembly/mousetrap
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name = "mousetrap"
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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origin_tech = list(TECH_COMBAT = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
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var/armed = 0
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/obj/item/device/assembly/mousetrap/examine(mob/user)
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..(user)
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if(armed)
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to_chat(user, "It looks like it's armed.")
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/obj/item/device/assembly/mousetrap/update_icon()
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if(armed)
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icon_state = "mousetraparmed"
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else
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icon_state = "mousetrap"
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/mousetrap/proc/triggered(mob/target as mob, var/type = "feet")
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if(!armed)
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return
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var/obj/item/organ/external/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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switch(type)
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if("feet")
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if(!H.shoes)
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affecting = H.get_organ(pick("l_leg", "r_leg"))
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H.Weaken(3)
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if("l_hand", "r_hand")
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if(!H.gloves)
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affecting = H.get_organ(type)
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H.Stun(3)
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if(affecting)
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if(affecting.take_damage(1, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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else if(ismouse(target))
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var/mob/living/simple_mob/animal/passive/mouse/M = target
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visible_message("<font color='red'><b>SPLAT!</b></font>")
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M.splat()
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playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
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layer = MOB_LAYER - 0.2
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armed = 0
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update_icon()
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pulse(0)
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/obj/item/device/assembly/mousetrap/attack_self(mob/living/user as mob)
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if(!armed)
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user << "<span class='notice'>You arm [src].</span>"
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else
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if((CLUMSY in user.mutations) && prob(50))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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to_chat(user, "<span class='notice'>You disarm [src].</span>")
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armed = !armed
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update_icon()
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playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
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/obj/item/device/assembly/mousetrap/attack_hand(mob/living/user as mob)
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if(armed)
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if((CLUMSY in user.mutations) && prob(50))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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..()
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/obj/item/device/assembly/mousetrap/Crossed(AM as mob|obj)
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if(armed)
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == "run")
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triggered(H)
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H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
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"<span class='warning'>You accidentally step on [src]</span>")
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if(ismouse(AM))
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triggered(AM)
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..()
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/obj/item/device/assembly/mousetrap/on_found(mob/living/finder as mob)
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if(armed)
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finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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triggered(finder, finder.hand ? "l_hand" : "r_hand")
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return 1 //end the search!
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return 0
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/obj/item/device/assembly/mousetrap/hitby(A as mob|obj)
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if(!armed)
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return ..()
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visible_message("<span class='warning'>[src] is triggered by [A].</span>")
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triggered(null)
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/obj/item/device/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = 1
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/obj/item/device/assembly/mousetrap/verb/hide_under()
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set src in oview(1)
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set name = "Hide"
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set category = "Object"
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if(usr.stat)
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return
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layer = TURF_LAYER+0.2
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to_chat(usr, "<span class='notice'>You hide [src].</span>") |