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* Initial wiki system * wiki organization and spoilers * hide belly chems * move ads to tgui * add search * . * load screen * error screen * 8 * center * . * . * make this more realistic * tgui errro col * move search to top * . * non NT theme * logo to common * base custom theme * . * wip refactor * almost halfway * reworked wiki data * easy fix * get data fix * Material Page in tgui * catch null supply points * . * forward crash * reset pages * . * canvas prep * fix icon stacking * . * colored outlined images * fix sm datum * fix material names * subType prep * only on crash * fix null crash * . * fix solgov * clean hiding * . * implement catalog page * . * particle smasher page * I'm lazy * unfuck some sins * ore page * botany page * allergen list * allergen returns null too * slime injection var * slime core data * fixed warning * wip * proper data list for chems * pass is_slime as null * chems * split that * . * . * . * . * donation for bingle, some cleanup * return types * partially colord icons for chemistry * . * more sillies * donation page * thaler * needs some variation * . * this will crash until implemented * handle it * fix that * dismiss donation banner button * . * fix that * donating procs * donation stuff for comp * - * drink glass for drinks * illegal iconstate pass * fixes * . * nuke drink fix * . * . * . * Drink reagent fix * more cleanup * adjust * . * simple food * . * food list * sending nulls, removed flavor from recipes * . * . * get_donation_current added * . * missing key * . * duped recipes fixed * . * . * wiki food reagent recipes * double list add * properly forbid remaining bad reagent * hide this too * stacky * enable eslint const * fix typing * update that * use proper donation proc * printing fixes * grinding * . * beaker fill volume * plant ore and mat grinding results * duped recipes fixed, unit test tweak * yes this is terrible * . * . * . * chem analyzer tgui mode, some subsystem changes to support it * redoce * . * , * . * small fixes, missing reagent volume * push * sort * catalog entries unlocked by explo * new chem stuff * . * fix byond code * fix scroll tracking * comment * alphabetical * also this * . * fallback icon * . * ... * rel path * that too * to defines * organ to define * . * . * . --------- Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
124 lines
3.3 KiB
Plaintext
124 lines
3.3 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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origin_tech = list(TECH_COMBAT = 1)
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matter = list(MAT_STEEL = 100)
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var/armed = 0
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/obj/item/assembly/mousetrap/examine(var/mob/user)
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. = ..(user)
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if(armed)
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. += "It looks like it's armed."
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/obj/item/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/assembly/mousetrap/proc/triggered(var/mob/target, 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(BP_L_LEG, BP_R_LEG))
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H.Weaken(3)
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if(BP_L_HAND, BP_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(span_bolddanger("SPLAT!"))
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M.splat()
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playsound(target, '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/assembly/mousetrap/attack_self(var/mob/living/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 in user.mutations) && prob(50))
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var/which_hand = BP_L_HAND
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if(!user.hand)
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which_hand = BP_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
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to_chat(user, span_notice("You disarm [src]."))
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armed = !armed
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update_icon()
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playsound(user, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
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/obj/item/assembly/mousetrap/attack_hand(var/mob/living/user)
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if(armed)
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if((CLUMSY in user.mutations) && prob(50))
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var/which_hand = BP_L_HAND
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if(!user.hand)
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which_hand = BP_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
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..()
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/obj/item/assembly/mousetrap/Crossed(var/atom/movable/AM)
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if(AM.is_incorporeal())
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return
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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 == I_RUN)
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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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if(ismouse(AM))
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triggered(AM)
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..()
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/obj/item/assembly/mousetrap/on_found(var/mob/living/finder)
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if(armed)
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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.hand ? BP_L_HAND : BP_R_HAND)
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return 1 //end the search!
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return 0
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/obj/item/assembly/mousetrap/hitby(var/atom/movable/A)
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if(!armed)
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return ..()
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visible_message(span_warning("[src] is triggered by [A]."))
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triggered(null)
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = 1
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/obj/item/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 = HIDING_LAYER
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to_chat(usr, span_notice("You hide [src]."))
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