Files
VOREStation/code/modules/mob/living/carbon/resist.dm
T
ShadowLarkens f905cfc020 Ported /tg/ style screen alerts, replacing the hunger icon with them
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.

There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!

Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.

Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
2020-05-13 19:36:01 -07:00

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/mob/living/carbon/resist_fire()
adjust_fire_stacks(-1.2)
Weaken(3)
spin(32,2)
visible_message(
"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
"<span class='notice'>You stop, drop, and roll!</span>"
)
sleep(30)
if(fire_stacks <= 0)
visible_message(
"<span class='danger'>[src] has successfully extinguished themselves!</span>",
"<span class='notice'>You extinguish yourself.</span>"
)
ExtinguishMob()
return TRUE
/mob/living/carbon/resist_restraints()
var/obj/item/I = null
if(handcuffed)
I = handcuffed
else if(legcuffed)
I = legcuffed
if(I)
setClickCooldown(100)
cuff_resist(I, cuff_break = can_break_cuffs())
/mob/living/carbon/proc/reduce_cuff_time()
return FALSE
/mob/living/carbon/proc/cuff_resist(obj/item/weapon/handcuffs/I, breakouttime = 1200, cuff_break = 0)
if(istype(I))
breakouttime = I.breakouttime
var/displaytime = breakouttime / 10
var/reduceCuffTime = reduce_cuff_time()
if(reduceCuffTime)
breakouttime /= reduceCuffTime
displaytime /= reduceCuffTime
if(cuff_break)
visible_message("<span class='danger'>[src] is trying to break [I]!</span>",
"<span class='warning'>You attempt to break your [I]. (This will take around 5 seconds and you need to stand still)</span>")
if(do_after(src, 5 SECONDS, target = src, incapacitation_flags = INCAPACITATION_DEFAULT & ~INCAPACITATION_RESTRAINED))
if(!I || buckled)
return
visible_message("<span class='danger'>[src] manages to break [I]!</span>",
"<span class='warning'>You successfully break your [I].</span>")
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
if(I == handcuffed)
handcuffed = null
update_handcuffed()
else if(I == legcuffed)
legcuffed = null
update_inv_legcuffed()
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
qdel(I)
else
to_chat(src, "<span class='warning'>You fail to break [I].</span>")
return
visible_message("<span class='danger'>[src] attempts to remove [I]!</span>",
"<span class='warning'>You attempt to remove [I]. (This will take around [displaytime] seconds and you need to stand still)</span>")
if(do_after(src, breakouttime, target = src, incapacitation_flags = INCAPACITATION_DISABLED & INCAPACITATION_KNOCKDOWN))
visible_message("<span class='danger'>[src] manages to remove [I]!</span>",
"<span class='notice'>You successfully remove [I].</span>")
drop_from_inventory(I)
/mob/living/carbon/resist_buckle()
if(!buckled)
return
if(!restrained())
return ..()
setClickCooldown(100)
visible_message(
"<span class='danger'>[src] attempts to unbuckle themself!</span>",
"<span class='warning'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)</span>"
)
if(do_after(src, 2 MINUTES, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
if(!buckled)
return
visible_message("<span class='danger'>[src] manages to unbuckle themself!</span>",
"<span class='notice'>You successfully unbuckle yourself.</span>")
buckled.user_unbuckle_mob(src, src)
/mob/living/carbon/proc/can_break_cuffs()
if(HULK in mutations)
return 1