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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
299 lines
9.9 KiB
Plaintext
299 lines
9.9 KiB
Plaintext
/// The guillotine is not being interacted with at the moment
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#define GUILLOTINE_ACTION_IDLE 0
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/// The blade is ready to be dropped
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#define GUILLOTINE_BLADE_RAISED 1
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/// The blade is moving
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#define GUILLOTINE_BLADE_MOVING 2
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/// The blade has landed in the stocks
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#define GUILLOTINE_BLADE_DROPPED 3
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/// The blade is being sharpened
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#define GUILLOTINE_BLADE_SHARPENING 4
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/// The guillotine blade is being interacted with by the executor
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#define GUILLOTINE_ACTION_INUSE 5
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/// The guillotine is being unfastened
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#define GUILLOTINE_ACTION_WRENCH 6
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/// This is maxiumum sharpness and will decapitate without failure
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#define GUILLOTINE_BLADE_MAX_SHARP 10
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/// Minimum amount of sharpness for decapitation. Any less and it will just do severe brute damage
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#define GUILLOTINE_DECAP_MIN_SHARP 7
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/// How long the guillotine animation lasts
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#define GUILLOTINE_ANIMATION_LENGTH (0.9 SECONDS)
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/// How much we need to move the player to center their head
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#define GUILLOTINE_HEAD_OFFSET 16
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/// How much to increase/decrease a head when it's buckled/unbuckled
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#define GUILLOTINE_LAYER_DIFF 1.2
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/// Delay for executing someone
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#define GUILLOTINE_ACTIVATE_DELAY (3 SECONDS)
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/// Delay for wrenching the guillotine
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#define GUILLOTINE_WRENCH_DELAY (1 SECONDS)
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/obj/structure/guillotine
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name = "guillotine"
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desc = "A large structure used to remove the heads of traitors and treasonists."
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icon = 'icons/obj/guillotine.dmi'
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icon_state = "guillotine_raised"
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icon_preview = 'icons/obj/fluff/previews.dmi'
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icon_state_preview = "guilliotine"
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can_buckle = TRUE
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anchored = TRUE
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density = TRUE
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max_buckled_mobs = 1
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buckle_lying = 0
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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/// The sound the guillotine makes when it successfully cuts off a head
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var/drop_sound = 'sound/weapons/guillotine.ogg'
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/// The current state of the blade
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var/blade_status = GUILLOTINE_BLADE_RAISED
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/// How sharp the blade is
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP
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/// The number of mobs the blade has killed
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var/kill_count = 0
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/// What's currently happening to the guillotine
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var/current_action = GUILLOTINE_ACTION_IDLE
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/obj/structure/guillotine/Initialize(mapload)
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LAZYINITLIST(buckled_mobs)
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. = ..()
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/obj/structure/guillotine/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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to_chat(user, span_notice("You start repairing the guillotine with the plasteel..."))
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if(blade_sharpness<10)
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if(do_after(user,100,target=user))
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blade_sharpness = min(10,blade_sharpness+3)
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I.use(1)
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to_chat(user, span_notice("You repair the guillotine with the plasteel."))
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else
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to_chat(user, span_notice("You stop repairing the guillotine with the plasteel."))
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else
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to_chat(user, span_warning("The guillotine is already fully repaired!"))
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/obj/structure/guillotine/examine(mob/user)
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. = ..()
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var/msg = "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]"
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if (blade_status == GUILLOTINE_BLADE_RAISED)
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msg += "The blade is raised, ready to fall, and"
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if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP)
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msg += " looks sharp enough to decapitate without any resistance."
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else
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msg += " doesn't look particularly sharp. Perhaps a whetstone can be used to sharpen it."
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else
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msg += "The blade is hidden inside the stocks."
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. += span_notice(msg)
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if (LAZYLEN(buckled_mobs))
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. += span_notice("Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine.")
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/obj/structure/guillotine/attack_hand(mob/living/user, list/modifiers)
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add_fingerprint(user)
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// Currently being used by something
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if (current_action)
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return
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switch (blade_status)
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if (GUILLOTINE_BLADE_MOVING)
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return
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if (GUILLOTINE_BLADE_DROPPED)
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_raise"
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addtimer(CALLBACK(src, PROC_REF(raise_blade)), GUILLOTINE_ANIMATION_LENGTH)
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return
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if (GUILLOTINE_BLADE_RAISED)
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if (LAZYLEN(buckled_mobs))
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if (user.combat_mode)
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user.visible_message(span_warning("[user] begins to pull the lever!"),
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span_warning("You begin to the pull the lever."))
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current_action = GUILLOTINE_ACTION_INUSE
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if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
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current_action = GUILLOTINE_ACTION_IDLE
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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else
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current_action = GUILLOTINE_ACTION_IDLE
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else
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var/mob/living/carbon/human/victim = buckled_mobs[1]
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if (victim)
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victim.regenerate_icons()
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unbuckle_all_mobs()
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else
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH)
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/// Sets the guillotine blade in a raised position
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/obj/structure/guillotine/proc/raise_blade()
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blade_status = GUILLOTINE_BLADE_RAISED
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icon_state = "guillotine_raised"
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/// Drops the guillotine blade, potentially beheading or harming the buckled mob
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/obj/structure/guillotine/proc/drop_blade(mob/user)
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if (has_buckled_mobs() && blade_sharpness)
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var/mob/living/carbon/human/victim = buckled_mobs[1]
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if (!victim)
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return
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var/obj/item/bodypart/head/head = victim.get_bodypart("head")
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playsound(src, drop_sound, 100, TRUE)
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if(head)
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if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
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head.dismember()
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log_combat(user, victim, "beheaded", src)
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victim.regenerate_icons()
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unbuckle_all_mobs()
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kill_count += 1
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var/blood_overlay = "bloody"
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if (kill_count == 2)
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blood_overlay = "bloodier"
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else if (kill_count > 2)
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blood_overlay = "bloodiest"
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blood_overlay = "guillotine_" + blood_overlay + "_overlay"
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cut_overlays()
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add_overlay(mutable_appearance(icon, blood_overlay))
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// The crowd is pleased
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// The delay is to make large crowds have a longer lasting applause
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var/delay_offset = 0
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for(var/mob/living/carbon/human/spectator in viewers(src, 7))
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addtimer(CALLBACK(spectator, TYPE_PROC_REF(/mob/, emote), "clap"), delay_offset * 0.3)
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delay_offset++
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else
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victim.apply_damage(15 * blade_sharpness, BRUTE, head, attacking_item = src)
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log_combat(user, victim, "dropped the blade on", src, " non-fatally")
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victim.emote("scream")
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if (blade_sharpness > 1)
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blade_sharpness -= 1
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blade_status = GUILLOTINE_BLADE_DROPPED
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icon_state = "guillotine"
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/obj/structure/guillotine/attackby(obj/item/W, mob/user, params)
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if (istype(W, /obj/item/sharpener))
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add_fingerprint(user)
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if (blade_status == GUILLOTINE_BLADE_SHARPENING)
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return
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if (blade_status == GUILLOTINE_BLADE_RAISED)
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if (blade_sharpness < GUILLOTINE_BLADE_MAX_SHARP)
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blade_status = GUILLOTINE_BLADE_SHARPENING
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if(do_after(user, 7, target = src))
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blade_status = GUILLOTINE_BLADE_RAISED
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user.visible_message(span_notice("[user] sharpens the large blade of the guillotine."),
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span_notice("You sharpen the large blade of the guillotine."))
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blade_sharpness += 1
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playsound(src, 'sound/items/unsheath.ogg', 100, TRUE)
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return
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else
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blade_status = GUILLOTINE_BLADE_RAISED
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return
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else
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to_chat(user, span_warning("The blade is sharp enough!"))
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return
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else
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to_chat(user, span_warning("You need to raise the blade in order to sharpen it!"))
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return
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else
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return ..()
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/obj/structure/guillotine/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if (!anchored)
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to_chat(usr, span_warning("[src] needs to be wrenched to the floor!"))
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return FALSE
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if (!ishuman(M))
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to_chat(usr, span_warning("It doesn't look like [M.p_they()] can fit into this properly!"))
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return FALSE // Can't decapitate non-humans
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if (blade_status != GUILLOTINE_BLADE_RAISED)
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to_chat(usr, span_warning("You need to raise the blade before buckling someone in!"))
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return FALSE
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return ..(M, user, check_loc = FALSE) //check_loc = FALSE to allow moving people in from adjacent turfs
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/obj/structure/guillotine/post_buckle_mob(mob/living/M)
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if (!ishuman(M))
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return
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M.add_mood_event("dying", /datum/mood_event/deaths_door)
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var/mob/living/carbon/human/victim = M
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if (victim.dna)
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if (victim.dna.species)
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var/datum/species/S = victim.dna.species
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if (istype(S))
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victim.cut_overlays()
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victim.update_body_parts_head_only()
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victim.remove_overlay(BODY_ADJ_LAYER)
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victim.pixel_y += -GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
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victim.layer += GUILLOTINE_LAYER_DIFF
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else
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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..()
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/obj/structure/guillotine/post_unbuckle_mob(mob/living/M)
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M.regenerate_icons()
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M.pixel_y -= -GUILLOTINE_HEAD_OFFSET // Move their body back
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M.layer -= GUILLOTINE_LAYER_DIFF
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M.clear_mood_event("dying")
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..()
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/obj/structure/guillotine/can_be_unfasten_wrench(mob/user, silent)
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if (LAZYLEN(buckled_mobs))
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if (!silent)
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to_chat(user, span_warning("Can't unfasten, someone's strapped in!"))
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return FAILED_UNFASTEN
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if (current_action && current_action != GUILLOTINE_ACTION_WRENCH)
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return FAILED_UNFASTEN
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current_action = GUILLOTINE_ACTION_WRENCH
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return ..()
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/obj/structure/guillotine/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY))
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setDir(SOUTH)
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current_action = GUILLOTINE_ACTION_IDLE
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return ITEM_INTERACT_SUCCESS
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current_action = GUILLOTINE_ACTION_IDLE
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return FALSE
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#undef GUILLOTINE_BLADE_MAX_SHARP
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#undef GUILLOTINE_DECAP_MIN_SHARP
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#undef GUILLOTINE_ANIMATION_LENGTH
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#undef GUILLOTINE_HEAD_OFFSET
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#undef GUILLOTINE_LAYER_DIFF
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#undef GUILLOTINE_ACTIVATE_DELAY
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#undef GUILLOTINE_WRENCH_DELAY
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#undef GUILLOTINE_ACTION_IDLE
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#undef GUILLOTINE_BLADE_RAISED
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#undef GUILLOTINE_BLADE_MOVING
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#undef GUILLOTINE_BLADE_DROPPED
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#undef GUILLOTINE_BLADE_SHARPENING
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#undef GUILLOTINE_ACTION_INUSE
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#undef GUILLOTINE_ACTION_WRENCH
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