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* Makes interacting with an assembly bomb interact with the assembly instead of opening the tank UI (#84075) ## About The Pull Request Changes it so that interacting in hand with an assembly bomb will interact with the assemble instead of opening the tank UI. ## Why It's Good For The Game Currently when you interact with an assembly bomb in hand it opens the tank UI instead of interacting with the assembly, which makes them awkward to use as you have to configure the assembly before attaching it to the tank and welding the tank. Fixes #84073 ## Changelog 🆑 fix: Interacting with an assembly bomb in hand will now allow you to interact with the attached assembly instead of opening the gas tank UI. Right-clicking will display the gas tank UI instead. /🆑 * Makes interacting with an assembly bomb interact with the assembly instead of opening the tank UI --------- Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
237 lines
7.7 KiB
Plaintext
237 lines
7.7 KiB
Plaintext
/obj/item/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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inhand_icon_state = "mousetrap"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
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attachable = TRUE
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var/armed = FALSE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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var/obj/item/host = null
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var/turf/host_turf = null
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/**
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* update_host: automatically setup host and host_turf
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*
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* Arguments:
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* * force: Re-register signals even if the host or loc is unchanged
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*/
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/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
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var/obj/item/newhost
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// Pick the first valid object in this list:
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// Wiring datum's owner
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// assembly holder's attached object
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// assembly holder itself
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// us
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newhost = connected?.holder || holder?.master || holder || src
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// ok look
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// previously this wasn't working and thus no concern, but I made mousetraps work with wires
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// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
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// and as a consequence, you can put a mousetrap in door wires and it will be set off
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// the first time someone walks through a door (enters the door's loc)
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// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
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// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
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// other assemblies could be made to do something similar instead.
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// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
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// and (whether reasonable or not) mousetraps that do this do still trigger wires
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// the point is for now step-on-mousetrap mode should only work on items
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// maybe it should never have been an assembly in the first place.
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// tl;dr only trigger step-on mode if the host is an item
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if(!istype(newhost,/obj/item))
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = src
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return
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// If host changed
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if((newhost != host) || force)
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = newhost
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RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
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// If host moved
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if((host_turf != host.loc) || force)
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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if(isturf(host.loc))
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host_turf = host.loc
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RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
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else
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host_turf = null
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/obj/item/assembly/mousetrap/holder_movement()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/Initialize(mapload)
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. = ..()
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update_host(force = TRUE)
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/obj/item/assembly/mousetrap/examine(mob/user)
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. = ..()
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. += span_notice("The pressure plate is [armed?"primed":"safe"].")
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/obj/item/assembly/mousetrap/activate()
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if(..())
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armed = !armed
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
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pulse()
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update_appearance()
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playsound(loc, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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/obj/item/assembly/mousetrap/update_icon_state()
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icon_state = "mousetrap[armed ? "armed" : ""]"
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return ..()
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/obj/item/assembly/mousetrap/update_icon(updates=ALL)
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. = ..()
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holder?.update_icon(updates)
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/obj/item/assembly/mousetrap/on_attach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/on_detach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
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if(!armed)
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return
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armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
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update_appearance()
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/victim = target
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if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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return FALSE
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switch(type)
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if("feet")
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if(!victim.shoes)
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affecting = victim.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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victim.Paralyze(60)
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else
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to_chat(victim, span_notice("Your [victim.shoes] protects you from [src]."))
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if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
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if(!victim.gloves)
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affecting = victim.get_bodypart(type)
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victim.Stun(60)
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else
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to_chat(victim, span_notice("Your [victim.gloves] protects you from [src]."))
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if(affecting)
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if(affecting.receive_damage(1, 0))
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victim.update_damage_overlays()
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else if(ismouse(target))
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var/mob/living/basic/mouse/splatted = target
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visible_message(span_boldannounce("SPLAT!"))
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splatted.splat() // mousetraps are instadeath for mice
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else if(isregalrat(target))
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visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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/**
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* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
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*
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* Arguments:
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* * user: The mob handling the trap
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*/
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/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
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if(!armed || !user)
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return FALSE
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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return TRUE
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return FALSE
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/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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to_chat(user, span_notice("You arm [src]."))
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else
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if(clumsy_check(user))
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return
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to_chat(user, span_notice("You disarm [src]."))
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armed = !armed
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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// Clumsy check only
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
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if(clumsy_check(user))
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return
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return ..()
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/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
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SIGNAL_HANDLER
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if(armed)
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if(ismob(AM))
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var/mob/MM = AM
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if(!(MM.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.move_intent == MOVE_INTENT_RUN)
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INVOKE_ASYNC(src, PROC_REF(triggered), H)
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H.visible_message(span_warning("[H] accidentally steps on [src]."), \
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span_warning("You accidentally step on [src]"))
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else if(ismouse(MM) || isregalrat(MM))
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INVOKE_ASYNC(src, PROC_REF(triggered), MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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INVOKE_ASYNC(src, PROC_REF(triggered), AM)
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/obj/item/assembly/mousetrap/on_found(mob/finder)
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if(armed)
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if(finder)
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finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
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return TRUE //end the search!
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else
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visible_message(span_warning("[src] snaps shut!"))
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triggered(loc)
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return FALSE
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return FALSE
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/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(!armed)
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return ..()
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visible_message(span_warning("[src] is triggered by [AM]."))
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triggered(null)
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/obj/item/assembly/mousetrap/Destroy()
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = null
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return ..()
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = TRUE
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