/obj/item/weapon/grab/proc/inspect_organ(mob/living/carbon/human/H, mob/user, var/target_zone) var/obj/item/organ/external/E = H.get_organ(target_zone) if(!E || (E.status & ORGAN_DESTROYED)) user << "[H] is missing that bodypart." return user.visible_message("[user] starts inspecting [affecting]'s [E.name] carefully.") if(!do_mob(user,H, 10)) user << "You must stand still to inspect [E] for wounds." else if(E.wounds.len) user << "You find [E.get_wounds_desc()]" else user << "You find no visible wounds." user << "Checking bones now..." if(!do_mob(user, H, 20)) user << "You must stand still to feel [E] for fractures." else if(E.status & ORGAN_BROKEN) user << "The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!" H.custom_pain("Your [E.name] hurts where it's poked.") else user << "The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine." user << "Checking skin now..." if(!do_mob(user, H, 10)) user << "You must stand still to check [H]'s skin for abnormalities." else var/bad = 0 if(H.getToxLoss() >= 40) user << "[H] has an unhealthy skin discoloration." bad = 1 if(H.getOxyLoss() >= 20) user << "[H]'s skin is unusaly pale." bad = 1 if(E.status & ORGAN_DEAD) user << "[E] is decaying!" bad = 1 if(!bad) user << "[H]'s skin is normal." /obj/item/weapon/grab/proc/jointlock(mob/living/carbon/human/target, mob/attacker, var/target_zone) if(state < GRAB_AGGRESSIVE) attacker << "You require a better grab to do this." return var/obj/item/organ/external/organ = target.get_organ(check_zone(target_zone)) if(!organ || organ.dislocated == -1) return attacker.visible_message("[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!") var/armor = target.run_armor_check(target, "melee") if(armor < 60) target << "You feel extreme pain!" affecting.adjustHalLoss(Clamp(0, 60-affecting.halloss, 30)) //up to 60 halloss /obj/item/weapon/grab/proc/attack_eye(mob/living/carbon/human/target, mob/living/carbon/human/attacker) if(!istype(attacker)) return var/datum/unarmed_attack/attack = attacker.get_unarmed_attack(target, "eyes") if(!attack) return if(state < GRAB_NECK) attacker << "You require a better grab to do this." return for(var/obj/item/protection in list(target.head, target.wear_mask, target.glasses)) if(protection && (protection.body_parts_covered & EYES)) attacker << "You're going to need to remove the eye covering first." return if(!target.has_eyes()) attacker << "You cannot locate any eyes on [target]!" return attacker.attack_log += text("\[[time_stamp()]\] Attacked [target.name]'s eyes using grab ([target.ckey])") target.attack_log += text("\[[time_stamp()]\] Had eyes attacked by [attacker.name]'s grab ([attacker.ckey])") msg_admin_attack("[key_name(attacker)] attacked [key_name(target)]'s eyes using a grab action.") attack.handle_eye_attack(attacker, target) /obj/item/weapon/grab/proc/headbut(mob/living/carbon/human/target, mob/living/carbon/human/attacker) if(!istype(attacker)) return if(target.lying) return attacker.visible_message("[attacker] thrusts \his head into [target]'s skull!") var/damage = 20 var/obj/item/clothing/hat = attacker.head if(istype(hat)) damage += hat.force * 3 var/armor = target.run_armor_check("head", "melee") target.apply_damage(damage, BRUTE, "head", armor) attacker.apply_damage(10, BRUTE, "head", attacker.run_armor_check("head", "melee")) if(!armor && target.headcheck("head") && prob(damage)) target.apply_effect(20, PARALYZE) target.visible_message("[target] [target.species.knockout_message]") playsound(attacker.loc, "swing_hit", 25, 1, -1) attacker.attack_log += text("\[[time_stamp()]\] Headbutted [target.name] ([target.ckey])") target.attack_log += text("\[[time_stamp()]\] Headbutted by [attacker.name] ([attacker.ckey])") msg_admin_attack("[key_name(attacker)] has headbutted [key_name(target)]") attacker.drop_from_inventory(src) src.loc = null qdel(src) return /obj/item/weapon/grab/proc/dislocate(mob/living/carbon/human/target, mob/living/attacker, var/target_zone) if(state < GRAB_NECK) attacker << "You require a better grab to do this." return if(target.grab_joint(attacker, target_zone)) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1) return /obj/item/weapon/grab/proc/pin_down(mob/target, mob/attacker) if(state < GRAB_AGGRESSIVE) attacker << "You require a better grab to do this." return if(force_down) attacker << "You are already pinning [target] to the ground." attacker.visible_message("[attacker] starts forcing [target] to the ground!") if(do_after(attacker, 20) && target) last_action = world.time attacker.visible_message("[attacker] forces [target] to the ground!") apply_pinning(target, attacker) /obj/item/weapon/grab/proc/apply_pinning(mob/target, mob/attacker) force_down = 1 target.Weaken(3) target.lying = 1 step_to(attacker, target) attacker.set_dir(EAST) //face the victim target.set_dir(SOUTH) //face up /obj/item/weapon/grab/proc/devour(mob/target, mob/user) var/can_eat if((FAT in user.mutations) && issmall(target)) can_eat = 1 else var/mob/living/carbon/human/H = user if(istype(H) && H.species.gluttonous) if(H.species.gluttonous == 2) can_eat = 2 else if((H.mob_size > target.mob_size) && !ishuman(target) && iscarbon(target)) can_eat = 1 if(can_eat) var/mob/living/carbon/attacker = user user.visible_message("[user] is attempting to devour [target]!") if(can_eat == 2) if(!do_mob(user, target)||!do_after(user, 30)) return else if(!do_mob(user, target)||!do_after(user, 100)) return user.visible_message("[user] devours [target]!") target.loc = user attacker.stomach_contents.Add(target) qdel(src)