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* Remove reagent ids and use typepaths where applicable * Remove reagent ids and use typepaths where applicable * Resolves some easier conflicts * Resolves medical_tools.dm * Resolves robots.dm * Handles cinnamon Wow, I cannot do this manually. Fuckin' regex time. * Removes 27 merge conflicts (!!!!!) * Makes it actually half-attempt to compile * I just -- I give up, it's over * mk * mk * mk * hm * ok * what a bloody chain reaction jesus * ok * and done * went threw and changed the ones I missed * ok * dangit altoids hurry the fek up * Fixes whatever I found find thru this regex: reagents[\s\w]*=[\s\w]*list\([^\/]+\)
210 lines
7.6 KiB
Plaintext
210 lines
7.6 KiB
Plaintext
/* Clown Items
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* Contains:
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* Soap
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* Bike Horns
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* Air Horns
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* Canned Laughter
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*/
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/*
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* Soap
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*/
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/obj/item/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "soap"
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lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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item_flags = NOBLUDGEON
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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grind_results = list(/datum/reagent/lye = 10)
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var/cleanspeed = 35 //slower than mop
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force_string = "robust... against germs"
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var/uses = 100
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/obj/item/soap/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/slippery, 80)
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/obj/item/soap/examine(mob/user)
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. = ..()
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var/max_uses = initial(uses)
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var/msg = "It looks like it just came out of the package."
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if(uses != max_uses)
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var/percentage_left = uses / max_uses
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switch(percentage_left)
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if(0 to 0.15)
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msg = "There's just a tiny bit left of what it used to be, you're not sure it'll last much longer."
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if(0.15 to 0.30)
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msg = "It's dissolved quite a bit, but there's still some life to it."
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if(0.30 to 0.50)
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msg = "It's past its prime, but it's definitely still good."
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if(0.50 to 0.75)
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msg = "It's started to get a little smaller than it used to be, but it'll definitely still last for a while."
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else
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msg = "It's seen some light use, but it's still pretty fresh."
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to_chat(user, "<span class='notice'>[msg]</span>")
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/obj/item/soap/nanotrasen
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desc = "A heavy duty bar of Nanotrasen brand soap. Smells of plasma."
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grind_results = list(/datum/reagent/toxin/plasma = 10, /datum/reagent/lye = 10)
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icon_state = "soapnt"
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cleanspeed = 28 //janitor gets this
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uses = 300
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/obj/item/soap/homemade
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desc = "A homemade bar of soap. Smells of... well...."
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icon_state = "soapgibs"
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cleanspeed = 30 // faster to reward chemists for going to the effort
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/obj/item/soap/deluxe
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
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icon_state = "soapdeluxe"
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cleanspeed = 20 //captain gets one of these
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/obj/item/soap/syndie
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desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
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icon_state = "soapsyndie"
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cleanspeed = 5 //faster than mop so it is useful for traitors who want to clean crime scenes
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/obj/item/soap/suicide_act(mob/user)
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user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!", forced="soap suicide")
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user.visible_message("<span class='suicide'>[user] lifts [src] to [user.p_their()] mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!</span>")
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new /obj/effect/particle_effect/foam(loc)
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return (TOXLOSS)
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/obj/item/soap/proc/decreaseUses(mob/user)
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uses--
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if(uses <= 0)
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to_chat(user, "<span class='warning'>[src] crumbles into tiny bits!</span>")
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qdel(src)
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/obj/item/soap/afterattack(atom/target, mob/user, proximity)
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. = ..()
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if(!proximity || !check_allowed_items(target))
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return
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && ((target in user.client.screen) && !user.is_holding(target)))
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to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
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else if(istype(target, /obj/effect/decal/cleanable))
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user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
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if(do_after(user, src.cleanspeed, target = target))
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to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
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qdel(target)
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decreaseUses(user)
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else if(ishuman(target) && user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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var/mob/living/carbon/human/H = user
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if(user.zone_selected == "mouth")
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user.visible_message("<span class='warning'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>", "<span class='notice'>You wash \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
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H.lip_style = null //removes lipstick
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H.adjust_hygiene(5) //it kinda works i guess
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else
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user.visible_message("<span class='warning'>\the [user] washes \the [target] with [src.name]!</span>", "<span class='notice'>You wash \the [target] with [src.name]!</span>")
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H.adjust_hygiene(20)
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H.update_body()
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decreaseUses(user)
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return
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else if(istype(target, /obj/structure/window))
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user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
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if(do_after(user, src.cleanspeed, target = target))
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to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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target.set_opacity(initial(target.opacity))
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decreaseUses(user)
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else
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user.visible_message("[user] begins to clean \the [target.name] with [src]...", "<span class='notice'>You begin to clean \the [target.name] with [src]...</span>")
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if(do_after(user, src.cleanspeed, target = target))
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to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
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for(var/obj/effect/decal/cleanable/C in target)
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qdel(C)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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target.wash_cream()
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decreaseUses(user)
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return
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/*
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* Bike Horns
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*/
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/obj/item/bikehorn
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name = "bike horn"
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desc = "A horn off of a bicycle."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "bike_horn"
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item_state = "bike_horn"
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lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi'
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throwforce = 0
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hitsound = null //To prevent tap.ogg playing, as the item lacks of force
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w_class = WEIGHT_CLASS_TINY
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slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
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throw_speed = 3
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throw_range = 7
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attack_verb = list("HONKED")
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var/component = /datum/component/squeak/bikehorn
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/obj/item/bikehorn/Initialize()
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. = ..()
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AddComponent(component, 50)
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/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "honk", /datum/mood_event/honk)
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return ..()
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/obj/item/bikehorn/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] solemnly points [src] at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return (BRUTELOSS)
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//air horn
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/obj/item/bikehorn/airhorn
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name = "air horn"
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desc = "Damn son, where'd you find this?"
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icon_state = "air_horn"
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component = /datum/component/squeak/airhorn
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//golden bikehorn
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/obj/item/bikehorn/golden
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name = "golden bike horn"
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desc = "Golden? Clearly, it's made with bananium! Honk!"
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icon_state = "gold_horn"
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item_state = "gold_horn"
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var/flip_cooldown = 0
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/obj/item/bikehorn/golden/attack()
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if(flip_cooldown < world.time)
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flip_mobs()
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return ..()
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/obj/item/bikehorn/golden/attack_self(mob/user)
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if(flip_cooldown < world.time)
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flip_mobs()
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..()
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/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
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var/turf/T = get_turf(src)
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for(M in ohearers(7, T))
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if(ishuman(M) && M.can_hear())
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var/mob/living/carbon/human/H = M
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if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
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continue
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M.emote("flip")
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flip_cooldown = world.time + 7
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//canned laughter
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/obj/item/reagent_containers/food/drinks/soda_cans/canned_laughter
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name = "Canned Laughter"
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desc = "Just looking at this makes you want to giggle."
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icon_state = "laughter"
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list_reagents = list(/datum/reagent/consumable/laughter = 50)
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