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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
181 lines
6.5 KiB
Plaintext
181 lines
6.5 KiB
Plaintext
/obj/item/deadringer
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name = "silver pocket watch"
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desc = "A fancy silver-plated digital pocket watch. Looks expensive."
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icon = 'icons/obj/deadringer.dmi'
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icon_state = "deadringer"
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w_class = ITEMSIZE_SMALL
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slot_flags = SLOT_ID | SLOT_BELT | SLOT_TIE
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origin_tech = list(TECH_ILLEGAL = 3)
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var/activated = 0
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var/timer = 0
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var/bruteloss_prev = 999999
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var/fireloss_prev = 999999
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var/mob/living/carbon/human/corpse = null
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var/mob/living/carbon/human/watchowner = null
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/obj/item/deadringer/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/deadringer/Destroy() //just in case some smartass tries to stay invisible by destroying the watch
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reveal()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/deadringer/dropped(mob/user)
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..()
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if(timer > 20)
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reveal()
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watchowner = null
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return
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/obj/item/deadringer/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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var/mob/living/H = src.loc
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if (!ishuman(H))
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to_chat(H, span_blue("You have no clue what to do with this thing."))
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return
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if(!activated)
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if(timer == 0)
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to_chat(H, span_blue("You press a small button on [src]'s side. It starts to hum quietly."))
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bruteloss_prev = H.getBruteLoss()
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fireloss_prev = H.getFireLoss()
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activated = 1
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return
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else
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to_chat(H, span_blue("You press a small button on [src]'s side. It buzzes a little."))
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return
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if(activated)
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to_chat(H, span_blue("You press a small button on [src]'s side. It stops humming."))
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activated = 0
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return
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/obj/item/deadringer/process()
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if(activated)
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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watchowner = H
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if(isbelly(watchowner.loc)) //No spawning people in bellies.
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return
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if(H.getBruteLoss() > bruteloss_prev || H.getFireLoss() > fireloss_prev)
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deathprevent()
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activated = 0
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if(watchowner.isSynthetic())
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to_chat(watchowner, span_blue("You fade into nothingness! [src]'s screen blinks, being unable to copy your synthetic body!"))
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else
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to_chat(watchowner, span_blue("You fade into nothingness, leaving behind a fake body!"))
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icon_state = "deadringer_cd"
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timer = 50
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return
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if(timer > 0)
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timer--
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if(timer == 20)
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reveal()
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if(corpse)
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new /obj/effect/effect/smoke/chem(corpse.loc)
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qdel(corpse)
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if(timer == 0)
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icon_state = "deadringer"
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return
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/obj/item/deadringer/proc/deathprevent()
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for(var/mob/living/simple_mob/D in oviewers(7, src))
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if(!D.has_AI())
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continue
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D.ai_holder.lose_target()
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watchowner.alpha = 7 //10 is too visible, 5 is too in-visible... 7 is difficult to see but manageable.
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makeacorpse(watchowner)
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return
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/obj/item/deadringer/proc/reveal()
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if(watchowner)
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watchowner.alpha = 255
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playsound(src, 'sound/effects/uncloak.ogg', 35, 1, -1)
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return
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/obj/item/deadringer/proc/makeacorpse(var/mob/living/carbon/human/H)
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if(H.isSynthetic())
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return
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corpse = new /mob/living/carbon/human(H.loc)
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QDEL_SWAP(corpse.dna,H.dna.Clone())
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var/obj/item/clothing/temp = null
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if(H.get_equipped_item(slot_w_uniform))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/under/chameleon/changeling(corpse), slot_w_uniform)
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temp = corpse.get_equipped_item(slot_w_uniform)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_w_uniform)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_wear_suit))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/suit/chameleon/changeling(corpse), slot_wear_suit)
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temp = corpse.get_equipped_item(slot_wear_suit)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_wear_suit)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_shoes))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/shoes/chameleon/changeling(corpse), slot_shoes)
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temp = corpse.get_equipped_item(slot_shoes)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_shoes)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_gloves))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/gloves/chameleon/changeling(corpse), slot_gloves)
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temp = corpse.get_equipped_item(slot_gloves)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_gloves)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_l_ear))
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temp = H.get_equipped_item(slot_l_ear)
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corpse.equip_to_slot_or_del(new temp.type(corpse), slot_l_ear)
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temp = corpse.get_equipped_item(slot_l_ear)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_glasses))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/glasses/chameleon/changeling(corpse), slot_glasses)
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temp = corpse.get_equipped_item(slot_glasses)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_glasses)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_wear_mask))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/mask/chameleon/changeling(corpse), slot_wear_mask)
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temp = corpse.get_equipped_item(slot_wear_mask)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_wear_mask)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_head))
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corpse.equip_to_slot_or_del(new /obj/item/clothing/head/chameleon/changeling(corpse), slot_head)
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temp = corpse.get_equipped_item(slot_head)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_head)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_belt))
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corpse.equip_to_slot_or_del(new /obj/item/storage/belt/chameleon/changeling(corpse), slot_belt)
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temp = corpse.get_equipped_item(slot_belt)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_belt)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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if(H.get_equipped_item(slot_back))
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corpse.equip_to_slot_or_del(new /obj/item/storage/backpack/chameleon/changeling(corpse), slot_back)
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temp = corpse.get_equipped_item(slot_back)
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var/obj/item/clothing/c_type = H.get_equipped_item(slot_back)
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temp.disguise(c_type.type)
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temp.canremove = FALSE
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corpse.identifying_gender = H.identifying_gender
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corpse.flavor_texts = H.flavor_texts.Copy()
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corpse.real_name = H.real_name
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corpse.name = H.name
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corpse.emote("deathgasp") //Done after the name is set.
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corpse.death(1) //Kills the new mob
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corpse.set_species(corpse.dna.species)
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corpse.change_hair(H.h_style)
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corpse.change_facial_hair(H.f_style)
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corpse.change_hair_color(H.r_hair, H.g_hair, H.b_hair)
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corpse.change_facial_hair_color(H.r_facial, H.g_facial, H.b_facial)
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corpse.change_skin_color(H.r_skin, H.g_skin, H.b_skin)
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corpse.adjustFireLoss(H.getFireLoss())
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corpse.adjustBruteLoss(H.getBruteLoss())
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corpse.UpdateAppearance()
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corpse.regenerate_icons()
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QDEL_NULL_LIST(corpse.internal_organs)
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