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2016-03-06 20:52:14 +01:00

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/datum/targetable/wrestler/throw
name = "Throw (grab)"
desc = "Spin a grabbed opponent around and throw them."
targeted = 0
target_anything = 0
target_nodamage_check = 0
target_selection_check = 0
max_range = 0
cooldown = 300
start_on_cooldown = 1
pointCost = 0
when_stunned = 0
not_when_handcuffed = 1
cast(mob/target)
if (!holder)
return 1
var/mob/living/M = holder.owner
if (!M)
return 1
var/obj/item/grab/G = src.grab_check(null, 1, 1)
if (!G || !istype(G))
return 1
var/mob/living/HH = G.affecting
HH.set_loc(M.loc)
HH.dir = get_dir(HH, M)
HH.stunned = 4
M.visible_message("<span style=\"color:red\"><B>[M] starts spinning around with [HH]!</B></span>")
M.emote("scream")
for (var/i = 0, i < 20, i++)
var/delay = 5
switch (i)
if (17 to INFINITY)
delay = 0.25
if (14 to 16)
delay = 0.5
if (9 to 13)
delay = 1
if (5 to 8)
delay = 2
if (0 to 4)
delay = 3
if (M && HH)
// These are necessary because of the sleep call.
if (!G || !istype(G) || G.state < 1)
boutput(M, __red("You can't throw the target without a firm grab!"))
return 0
if (src.castcheck() != 1)
qdel(G)
return 0
if (get_dist(M, HH) > 1)
boutput(M, __red("[HH] is too far away!"))
qdel(G)
return 0
if (!isturf(M.loc) || !isturf(HH.loc))
boutput(M, __red("You can't throw [HH] from here!"))
qdel(G)
return 0
M.dir = turn(M.dir, 90)
var/turf/T = get_step(M, M.dir)
var/turf/S = HH.loc
if ((S && isturf(S) && S.Exit(HH)) && (T && isturf(T) && T.Enter(HH)))
HH.set_loc(T)
HH.dir = get_dir(HH, M)
else
return 0
sleep (delay)
if (M && HH)
// These are necessary because of the sleep call.
if (!G || !istype(G) || G.state < 1)
boutput(M, __red("You can't throw the target without a firm grab!"))
return 0
if (src.castcheck() != 1)
qdel(G)
return 0
if (get_dist(M, HH) > 1)
boutput(M, __red("[HH] is too far away!"))
qdel(G)
return 0
if (!isturf(M.loc) || !isturf(HH.loc))
boutput(M, __red("You can't throw [HH] from here!"))
qdel(G)
return 0
HH.set_loc(M.loc) // Maybe this will help with the wallthrowing bug.
qdel(G)
M.visible_message("<span style=\"color:red\"><B>[M] [pick_string("wrestling_belt.txt", "throw")] [HH]!</B></span>")
playsound(M.loc, "swing_hit", 50, 1)
var/turf/T = get_edge_target_turf(M, M.dir)
if (T && isturf(T))
spawn(0)
if (HH.stat != 2)
HH.emote("scream")
HH.throw_at(T, 10, 4)
HH.weakened += 2
HH.change_misstep_chance(33)
logTheThing("combat", M, HH, "uses the throw wrestling move on %target% at [log_loc(M)].")
if (G && istype(G)) // Target was gibbed before we could throw them, who knows.
qdel(G)
return 0