Files
Yogstation/code/modules/holodeck/items.dm
phil235 11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00

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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/weapon/holo
damtype = STAMINA
/obj/item/weapon/holo/esword
name = "holographic energy sword"
desc = "May the force be with you. Sorta"
icon_state = "sword0"
force = 3.0
throw_speed = 2
throw_range = 5
throwforce = 0
w_class = 2.0
hitsound = "swing_hit"
armour_penetration = 50
var/active = 0
/obj/item/weapon/holo/esword/green/New()
item_color = "green"
/obj/item/weapon/holo/esword/red/New()
item_color = "red"
/obj/item/weapon/holo/esword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(active)
return ..()
return 0
/obj/item/weapon/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/holo/esword/New()
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[item_color]"
w_class = 4
hitsound = 'sound/weapons/blade1.ogg'
playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
user << "<span class='warning'>[src] is now active.</span>"
else
force = 3
icon_state = "sword0"
w_class = 2
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
user << "<span class='warning'>[src] can now be concealed.</span>"
return
//BASKETBALL OBJECTS
/obj/item/toy/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = 4 //Stops people from hiding it in their bags/pockets
/obj/item/toy/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
item_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
M.apply_damage(10, STAMINA)
if(prob(5))
M.Weaken(3)
visible_message("<span class='danger'>[M] is knocked right off \his feet!</span>")
//
// Structures
//
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(get_dist(src,user)<2)
if(user.drop_item(src))
visible_message("<span class='warning'> [user] dunks [W] into \the [src]!</span>")
/obj/structure/holohoop/attack_hand(mob/user)
if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
user << "<span class='warning'>You need a better grip to do that!</span>"
return
L.loc = src.loc
L.Weaken(5)
visible_message("<span class='danger'>[user] dunks [L] into \the [src]!</span>")
user.stop_pulling()
else
..()
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(50))
I.loc = src.loc
visible_message("<span class='warning'> Swish! \the [I] lands in \the [src].</span>")
else
visible_message("<span class='danger'> \the [I] bounces off of \the [src]'s rim!</span>")
return 0
else
return ..()
//
// Machines
//
/obj/machinery/readybutton
name = "ready declaration device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices"
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "<span class='warning'>You are too primitive to use this device!</span>"
return
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "<span class='warning'>This device is not powered!</span>"
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
usr << "<span class='warning'>The event has already begun!</span>"
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/window/W in currentarea)
if(W.flags&NODECONSTRUCT) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
M << "FIGHT!"