Files
VOREStation/code/game/objects/items/weapons/traps.dm
mwerezak c08774d96e Updates bear traps
Moves to trap.dm.
Cleans up trap attacking code.
Fixes trap remaining anchored once triggered.
Instead of embedding, traps now buckle their victim into place.
Deaf messages, where appropriate.
Gave beartraps a more setting-friendly name.

Conflicts:
	baystation12.dme
2015-05-24 16:33:41 -04:00

115 lines
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/obj/item/weapon/beartrap
name = "mechanical trap"
throw_speed = 2
throw_range = 1
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "beartrap0"
desc = "A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off."
throwforce = 0
w_class = 3
origin_tech = "materials=1"
var/deployed = 0
/obj/item/weapon/beartrap/suicide_act(mob/user)
viewers(user) << "<span class='danger'>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS)
/obj/item/weapon/beartrap/proc/can_use(mob/user)
return (user.IsAdvancedToolUser() && !issilicon(user) && !user.stat && !user.restrained())
/obj/item/weapon/beartrap/attack_self(mob/user as mob)
..()
if(deployed && can_use(user))
user.visible_message(
"<span class='danger'>[user] starts to deploy \the [src].</span>",
"<span class='danger'>You begin deploying \the [src]!</span>",
"You hear the slow creaking of a spring."
)
if (do_after(user, 60))
user.visible_message(
"<span class='danger'>[user] has deployed \the [src].</span>",
"<span class='danger'>You have deployed \the [src]!</span>",
"You hear a latch click loudly."
)
deployed = 1
user.drop_from_inventory(src)
update_icon()
anchored = 1
/obj/item/weapon/beartrap/attack_hand(mob/user as mob)
if(buckled_mob && can_use(user))
user.visible_message(
"<span class='notice'>[user] begins freeing [buckled_mob] from \the [src].</span>",
"<span class='notice'>You carefully begin to free [buckled_mob] from \the [src].</span>",
)
if(do_after(user, 60))
user.visible_message("<span class='notice'>[buckled_mob] has been freed from \the [src] by [user].</span>")
unbuckle_mob()
anchored = 0
else if(deployed && can_use(user))
user.visible_message(
"<span class='danger'>[user] starts to disarm \the [src].</span>",
"<span class='notice'>You begin disarming \the [src]!</span>",
"You hear a latch click followed by the slow creaking of a spring."
)
if(do_after(user, 60))
user.visible_message(
"<span class='danger'>[user] has disarmed \the [src].</span>",
"<span class='notice'>You have disarmed \the [src]!</span>"
)
deployed = 0
anchored = 0
update_icon()
else
..()
/obj/item/weapon/beartrap/proc/attack_mob(mob/living/L)
var/target_zone
if(L.lying)
target_zone = ran_zone()
else
target_zone = pick("l_foot", "r_foot", "l_leg", "r_leg")
//armour
var/blocked = L.run_armor_check(target_zone, "melee")
if(blocked >= 2)
return
if(!L.apply_damage(30, BRUTE, target_zone, blocked, used_weapon=src))
return 0
//trap the victim in place
if(!blocked)
set_dir(L.dir)
buckle_mob(L)
L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
/obj/item/weapon/beartrap/Crossed(AM as mob|obj)
if(isliving(AM))
var/mob/living/L = AM
if(L.m_intent == "run")
L.visible_message(
"<span class='danger'>[L] steps on \the [src].</span>",
"<span class='danger'>You step on \the [src]!</span>",
"<b>You hear a loud metallic snap!</b>"
)
attack_mob(L)
if(!buckled_mob)
anchored = 0
deployed = 0
update_icon()
..()
/obj/item/weapon/beartrap/update_icon()
..()
if(!deployed)
icon_state = "beartrap0"
else
icon_state = "beartrap1"