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* 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
90 lines
2.4 KiB
Plaintext
90 lines
2.4 KiB
Plaintext
// Behaves similar to straight jackets but the effects can be varied easily.
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#define SHIBARI_NONE "None"
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#define SHIBARI_ARMS "Arms"
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#define SHIBARI_LEGS "Legs"
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#define SHIBARI_BOTH "Arms and Legs"
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/obj/item/clothing/suit/shibari
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name = "shibari bindings"
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desc = "A set of ropes that designed to be tied around another person to restrain them."
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icon_state = "shibari_None"
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var/resist_time = 1 MINUTE
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var/rope_mode = SHIBARI_NONE
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special_handling = TRUE
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/obj/item/clothing/suit/shibari/attack_hand(mob/living/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(src == H.wear_suit)
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to_chat(H, span_notice("You need help taking this off!"))
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return
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..()
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/obj/item/clothing/suit/shibari/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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rope_mode = tgui_input_list(user, "Which limbs would you like to restrain with the bindings?", "Shibari", list(SHIBARI_NONE, SHIBARI_ARMS, SHIBARI_LEGS, SHIBARI_BOTH))
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if(!rope_mode)
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rope_mode = SHIBARI_NONE
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if(rope_mode == SHIBARI_BOTH)
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icon_state = "shibari_Both"
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else
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icon_state = "shibari_[rope_mode]"
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/obj/item/clothing/suit/shibari/equipped(var/mob/living/user,var/slot)
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. = ..()
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if((rope_mode == SHIBARI_ARMS) || (rope_mode == SHIBARI_BOTH))
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if(slot == slot_wear_suit)
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if(user.get_left_hand() != src)
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user.drop_l_hand()
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if(user.get_right_hand() != src)
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user.drop_r_hand()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.drop_from_inventory(H.handcuffed)
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if((rope_mode == SHIBARI_LEGS) || (rope_mode == SHIBARI_BOTH))
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if(slot == slot_wear_suit)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.drop_from_inventory(H.legcuffed)
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H.legcuffed = src
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if(user.m_intent != I_WALK)
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user.m_intent = I_WALK
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if(user.hud_used && user.hud_used.move_intent)
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user.hud_used.move_intent.icon_state = "walking"
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/obj/item/clothing/suit/shibari/dropped(var/mob/living/user)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.legcuffed == src)
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H.legcuffed = FALSE
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/obj/item/clothing/suit/shibari/red
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color = "#ff0000"
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/obj/item/clothing/suit/shibari/blue
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color = "#006aff"
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/obj/item/clothing/suit/shibari/green
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color = "#00ff0d"
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/obj/item/clothing/suit/shibari/yellow
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color = "#f6ff00"
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/obj/item/clothing/suit/shibari/black
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color = "#000000"
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/obj/item/clothing/suit/shibari/pink
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color = "#ff00bf"
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#undef SHIBARI_NONE
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#undef SHIBARI_ARMS
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#undef SHIBARI_LEGS
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#undef SHIBARI_BOTH
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