Files
vgstation13/code/defines/obj/weapon.dm
SECBATON GRIFFON 0a37d67dc2 Fixes a ton of sentence starts with non capitalised improper nouns. (#37099)
* Fixes capitalisation on throwing stuff in disposals

* in fact, fixes it for everything

* even more

* outta here
2024-09-16 22:37:36 -05:00

1224 lines
42 KiB
Plaintext

var/list/redphones = list()
var/list/available_redphone_names1 = list("alpha","bravo","charlie","delta","echo","foxtrot","golf","hotel","india")
var/list/available_redphone_names2 = list("anton","boris","vasilij","grigorij","dimitrij","elena","zhenja","ivan","nikolaj")
var/list/available_redphone_names3 = list("1","2","3","4","5","6","7","8","9")
/obj/item/weapon/phone
name = "red phone"
desc = "Should anything ever go wrong..."
icon = 'icons/obj/items.dmi'
icon_state = "red_phone_base"
flags = FPRINT
siemens_coefficient = 1
force = 3.0
throwforce = 2.0
throw_speed = 1
throw_range = 4
w_class = W_CLASS_SMALL
attack_verb = list("calls", "rings", "dials")
hitsound = 'sound/weapons/ring.ogg'
var/obj/landline/landline
/obj/item/weapon/phone/New()
..()
landline = new /obj/landline/red (src,src)
redphones += src
var/a = pick_n_take(available_redphone_names1)
var/b = pick_n_take(available_redphone_names2)
var/c = pick_n_take(available_redphone_names3)
if(a && b && c)
name += " [a]-[b]-[c]" //9 possible "normal" names, enough for the roundstart redphones
else
name += " " + Gibberish("ERROR ERROR",50) //someone's gonna spawn 50 of them eventually, doesn't really matter if their names are the same at that point
/obj/item/weapon/phone/Destroy()
redphones -= src
..()
/obj/item/weapon/phone/verb/pick_up_phone()
set category = "Object"
set name = "Pick up telephone"
set src in oview(1)
if(!landline)
to_chat(usr, "<span class='notice'>\The [src] model does not come with a telephone!</span>")
return
landline.pick_up_phone(usr)
/obj/item/weapon/phone/verb/dial()
set category = "Object"
set name = "Dial"
set src in oview(1)
if(!iscarbon(usr))
to_chat(usr, "<span class='notice'>You are not capable of such fine manipulation.</span>")
return
if(usr.dexterity_check())
var/obj/item/weapon/phone/P = input("Where would you like to call?", "destination picker") as null|anything in redphones
if(P)
landline.start_call(P.landline)
else
usr.visible_message("<span class='notice'>too clumsy to operate \the [src], [usr] bangs on it instead!</span>")
if(prob(50))
return
var/obj/item/weapon/phone/P = pick(redphones)
if(P)
landline.start_call(P.landline)
/obj/item/weapon/phone/MouseDropFrom(atom/over_object)
MouseDropPickUp(over_object)
return ..()
/obj/item/weapon/phone/attack_hand(mob/user as mob)
pick_up_phone(user)
/obj/item/weapon/phone/attackby(var/obj/item/weapon/phone/P as obj, var/mob/user as mob)
landline.attackby(P, user)
/obj/item/weapon/phone/suicide_act(var/mob/living/user)
to_chat(viewers(user), "<span class='danger'>[user] wraps the cord of the [src.name] around \his neck! It looks like \he's trying to commit suicide.</span>")
return(SUICIDE_ACT_OXYLOSS)
/obj/item/weapon/rsp
name = "\improper Rapid-Seed-Producer (RSP)"
desc = "A device used to rapidly deploy seeds."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
w_class = W_CLASS_MEDIUM
/obj/item/weapon/bananapeel
name = "banana peel"
desc = "A peel from a banana."
icon = 'icons/obj/hydroponics/banana.dmi'
icon_state = "peel"
item_state = "banana_peel"
w_class = W_CLASS_TINY
throwforce = 0
throw_speed = 4
throw_range = 20
var/potency = 20
var/slip_override = 0
/obj/item/weapon/bananapeel/suicide_act(var/mob/living/user)
to_chat(viewers(user), "<span class='danger'>[user] drops the [src.name] on the ground and steps on it causing \him to crash to the floor, bashing \his head wide open. </span>")
return(SUICIDE_ACT_BRUTELOSS)
/obj/item/weapon/c_tube
name = "cardboard tube"
desc = "A tube... of cardboard."
icon = 'icons/obj/items.dmi'
icon_state = "c_tube"
throwforce = 1
w_class = W_CLASS_TINY
throw_speed = 4
throw_range = 5
/obj/item/weapon/cane
name = "cane"
desc = "A cane used by a true gentlemen. Or a clown."
icon = 'icons/obj/weapons.dmi'
origin_tech = Tc_MATERIALS + "=1"
icon_state = "cane"
item_state = "stick"
flags = FPRINT
siemens_coefficient = 1
force = 5.0
throwforce = 7.0
w_class = W_CLASS_SMALL
starting_materials = list(MAT_IRON = 50)
w_type = RECYK_MISC
melt_temperature = MELTPOINT_STEEL
attack_verb = list("bludgeons", "whacks", "disciplines", "thrashes")
/obj/item/weapon/disk
name = "Corrupted Data Disk"
desc = "The data on this disk has decayed, and cannot be read by any computer anymore. Can still be used by a duplicator as if it were a blank disk."
icon = 'icons/obj/datadisks.dmi'
icon_state = "disk"
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/datadisks.dmi', "right_hand" = 'icons/mob/in-hand/right/datadisks.dmi')
w_class = W_CLASS_TINY
w_type = RECYK_ELECTRONIC
starting_materials = list(MAT_IRON = 30, MAT_GLASS = 10)
/obj/item/weapon/disk/blank
name = "Blank Data Disk"
desc = "An empty data disk, to be used with a disk duplicator."
/obj/item/weapon/disk/hdd
name = "Hard Disk Drive"
icon_state = "harddisk"
item_state = "harddisk"
w_class = W_CLASS_SMALL
w_type = RECYK_ELECTRONIC
starting_materials = list(MAT_IRON = 200, MAT_GLASS = 20)
/obj/item/weapon/disk/jobdisk
name = "Alternate Jobs Database"
desc = "A disk which scrambles the jobs database when installed in the Labor Management Console."
icon_state = "synddisk"
//TODO: Figure out wtf this is and possibly remove it -Nodrak
/obj/item/weapon/dummy
name = "dummy"
invisibility = 101.0
anchored = 1.0
flags = 0
/obj/item/weapon/dummy/ex_act()
return
/obj/item/weapon/dummy/blob_act()
return
/*
/obj/item/weapon/game_kit
name = "Gaming Kit"
icon = 'icons/obj/items.dmi'
icon_state = "game_kit"
var/selected = null
var/board_stat = null
var/data = ""
var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit"
item_state = "sheet-metal"
w_class = W_CLASS_HUGE
*/
/obj/item/weapon/legcuffs
name = "legcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "handcuff"
flags = FPRINT
siemens_coefficient = 1
throwforce = 0
w_class = W_CLASS_MEDIUM
origin_tech = Tc_MATERIALS + "=1"
var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
/obj/item/weapon/legcuffs/bolas
name = "bolas"
desc = "An entangling bolas. Throw at your foes to trip them and prevent them from running."
gender = NEUTER
icon = 'icons/obj/weapons.dmi'
icon_state = "bolas"
flags = FPRINT
siemens_coefficient = 1
slot_flags = SLOT_BELT
throwforce = 2
w_class = W_CLASS_SMALL
w_type = RECYK_METAL
origin_tech = Tc_MATERIALS + "=1"
attack_verb = list("lashes", "bludgeons", "whips")
force = 4
breakouttime = 50 //10 seconds
throw_speed = 1
throw_range = 10
var/dispenser = 0
var/throw_sound = 'sound/weapons/whip.ogg'
var/trip_prob = 100
ignore_blocking = IGNORE_SOME_SHIELDS
/obj/item/weapon/legcuffs/bolas/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
user.throw_item(target)
/obj/item/weapon/legcuffs/bolas/suicide_act(var/mob/living/user)
to_chat(viewers(user), "<span class='danger'>[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide.</span>")
return(SUICIDE_ACT_OXYLOSS)
/obj/item/weapon/legcuffs/bolas/throw_at(var/atom/A, throw_range, throw_speed)
if(!throw_range)
return //divide by zero, also you throw like a girl
if(istype(usr, /mob/living/carbon/human)) //if the user is human
var/mob/living/carbon/human/H = usr
if(clumsy_check(H) && prob(50))
to_chat(H, "<span class='warning'>You smack yourself in the face while swinging the [src]!</span>")
H.Stun(2)
H.drop_item(src)
return
var/turf/target = get_turf(A)
var/new_x = src.x
var/new_y = src.y
var/scaler //used to changed the normalised vector to the proper size
scaler = throw_range / max(abs(target.x - src.x), abs(target.y - src.y),1) //whichever is larger magnitude is what we normalise to
if (target.x - src.x != 0) //just to avoid fucking with math for no reason
var/xadjust = round((target.x - src.x) * scaler) //normalised vector is now scaled up to throw_range
new_x = src.x + xadjust //the new target at max range
if (target.y - src.y != 0)
var/yadjust = round((target.y - src.y) * scaler)
new_y = src.y + yadjust
// log_admin("Adjusted target of [adjtarget.x] and [adjtarget.y], adjusted with [xadjust] and [yadjust] from [scaler]")
..(locate(new_x, new_y, src.z), throw_range, throw_speed)
/obj/item/weapon/legcuffs/bolas/throw_impact(atom/hit_atom) //Pomf was right, I was wrong - Comic
if(isliving(hit_atom) && hit_atom != usr) //if the target is a live creature other than the thrower
var/mob/living/M = hit_atom
if(ishuman(M)) //if they're a human species
var/mob/living/carbon/human/H = M
if(!H.check_stand_ability()) //Target has no legs, how is this going to trip them up?
throw_failed()
return
var/leg_count //If one-legged, will halve the chance of getting caught by bolas
for(var/datum/organ/external/leg in H.get_organs(LIMB_LEFT_LEG, LIMB_RIGHT_LEG))
leg_count++
if(!prob(50*leg_count))
H.visible_message("<span class='borange'>The bolas miss [H]!</span>", "<span class='borange'>The bolas miss you!</span>")
throw_failed()
return
if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment)
if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic
step(H, H.dir)
H.visible_message("<span class='warning'>[H] was tripped by the bolas!</span>","<span class='warning'>Your legs have been tangled!</span>");
H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected
H.Knockdown(4)
H.legcuffed = src //applies legcuff properties inherited through legcuffs
src.forceMove(H)
H.update_inv_legcuffed()
if(!H.legcuffed) //in case it didn't happen, we need a safety net
throw_failed()
else if(H.legcuffed) //if the target is already legcuffed (has to be walking)
throw_failed()
return
else //walking, but uncuffed, or the running prob() failed
to_chat(H, "<span class='notice'>You stumble over the thrown bolas</span>")
step(H, H.dir)
H.Stun(1)
throw_failed()
return
else
M.Stun(2) //minor stun damage to anything not human
throw_failed()
return
/obj/item/weapon/legcuffs/bolas/proc/throw_failed() // Empty, overriden on mechs
return
/obj/item/weapon/legcuffs/bolas/mech/throw_failed() // To avoid infinite Bolas
qdel(src)
/obj/item/weapon/legcuffs/bolas/to_bump()
..()
throw_failed() //allows a mech bolas to be destroyed
// /obj/item/weapon/legcuffs/bolas/cyborg To be implemented
// dispenser = 1
/obj/item/weapon/legcuffs/bolas/cable
name = "cable bolas"
desc = "A poorly made bolas, tied together with cable."
icon_state = "cbolas"
item_state = "cbolas"
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/newsprites_lefthand.dmi', "right_hand" = 'icons/mob/in-hand/right/newsprites_righthand.dmi')
throw_speed = 1
throw_range = 6
trip_prob = 20 //gets updated below in update_icon()
var/obj/item/weight1 = null //the two items that are attached to the cable
var/obj/item/weight2 = null
var/cable_color = "#FF0000"
var/desc_empty = "A poorly made bolas, tied together with cable. It has nothing on it."
var/screw_state = "" //used for storing info about the screwdriver
var/screw_istate = ""
/obj/item/weapon/legcuffs/bolas/cable/New(var/turf/loc, var/_cable_color = "#FF0000")
..()
desc = desc_empty
weight1 = null
weight2 = null
cable_color = _cable_color
update_icon()
/obj/item/weapon/legcuffs/bolas/cable/update_icon()
overlays.len = 0
var/image/cable_overlay = image(icon,src,"cbolas_color")
cable_overlay.color = cable_color
overlays += cable_overlay
if (!weight1 && !weight2)
desc = desc_empty
trip_prob = 0
return
else
if (weight1)
trip_prob = 20
overlays += icon("icons/obj/weapons.dmi", "cbolas_weight1")
if (weight2)
trip_prob = 60
overlays += icon("icons/obj/weapons.dmi", "cbolas_weight2")
desc = "A poorly made bolas, made out of \a [weight1] and [weight2 ? "\a [weight2]": "missing a second weight"], tied together with cable."
//dynamic in-hand overlay
var/image/cableleft = image(inhand_states["left_hand"], src, "cbolas_color")
var/image/cableright = image(inhand_states["right_hand"], src, "cbolas_color")
cableleft.color = cable_color
cableright.color = cable_color
dynamic_overlay["[HAND_LAYER]-[GRASP_LEFT_HAND]"] = cableleft
dynamic_overlay["[HAND_LAYER]-[GRASP_RIGHT_HAND]"] = cableright
/obj/item/weapon/legcuffs/bolas/cable/throw_failed()
if(prob(20))
src.visible_message("<span class='rose'>\The [src] falls to pieces on impact!</span>")
if(weight1)
weight1.forceMove(src.loc)
weight1 = null
if(weight2)
weight2.forceMove(src.loc)
weight2 = null
update_icon(src)
/obj/item/weapon/legcuffs/bolas/cable/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item))
if(istype(O, /obj/item/weapon/gift) || istype(O,/obj/item/delivery))
return
var/obj/item/I = O
if(istype(O, /obj/item/weapon/legcuffs/bolas)) //don't stack into infinity
return
if(I.is_wirecutter(user)) //allows you to convert the wire back to a cable coil
var/atom/loctogo = Adjacent(user) ? user.loc : loc
if(!weight1 && !weight2) //if there's nothing attached
user.show_message("<span class='notice'>You cut the knot in the [src].</span>")
I.playtoolsound(usr, 50)
var /obj/item/stack/cable_coil/C = new /obj/item/stack/cable_coil(loctogo) //we get back the wire lengths we put in
var /obj/item/stack/cable_coil/S = new /obj/item/tool/screwdriver(loctogo)
C.amount = 10
C.color = cable_color
C.update_icon()
S.item_state = screw_state
S.icon_state = screw_istate
S.update_icon()
user.put_in_hands(S)
qdel(src)
return
else
user.show_message("<span class='notice'>You cut off [weight1] [weight2 ? "and [weight2]" : ""].</span>") //you remove the items currently attached
if(weight1)
weight1.forceMove(loctogo)
weight1 = null
if(weight2)
weight2.forceMove(loctogo)
weight2 = null
I.playtoolsound(user, 50)
update_icon()
return
if(I.w_class) //if it has a defined weight
if(I.w_class == W_CLASS_SMALL || I.w_class == W_CLASS_MEDIUM) //just one is too specific, so don't change this
if(!weight1)
if(user.drop_item(I, src))
weight1 = I
user.show_message("<span class='notice'>You tie [weight1] to the [src].</span>")
update_icon()
//del(I)
return
if(!weight2) //just in case
if(user.drop_item(I, src))
weight2 = I
user.show_message("<span class='notice'>You tie [weight2] to the [src].</span>")
update_icon()
//del(I)
return
else
user.show_message("<span class='rose'>There are already two weights on this [src]!</span>")
return
else if (I.w_class < W_CLASS_SMALL)
user.show_message("<span class='rose'>\The [I] is too small to be used as a weight.</span>")
else if (I.w_class > W_CLASS_MEDIUM)
user.show_message("<span class='rose'>\The [I] is [I.w_class > W_CLASS_LARGE ? "far " : ""] too big to be used a weight.</span>")
else
user.show_message("<span class='rose'>There are already two weights on this [src]!</span>")
/datum/locking_category/beartrap
flags = LOCKED_CAN_LIE_AND_STAND
/obj/item/weapon/beartrap
name = "bear trap"
throw_speed = 2
throw_range = 1
siemens_coefficient = 1
plane = OBJ_PLANE
layer = BELOW_CLOSED_DOOR_LAYER
icon = 'icons/obj/items.dmi'
icon_state = "beartrap0"
desc = "A trap used to catch bears and other legged creatures."
flags = FPRINT
origin_tech = Tc_MATERIALS + "=1"
starting_materials = list(MAT_IRON = 50000)
w_type = RECYK_METAL
w_class = W_CLASS_LARGE
anchored = FALSE
var/breakouttime = 60
var/armed = 0
var/trapped = 0
var/datum/organ/external/trappedorgan //The limb currently trapped, it must be a leg
var/mob/living/carbon/human/trappeduser
var/mob/living/simple_animal/hostile/bear/trappedbear
var/obj/item/weapon/grenade/iedcasing/IED = null
var/image/ied_overlay
var/trapped_user_key
/obj/item/weapon/beartrap/New()
..()
ied_overlay = image('icons/obj/items.dmi')
ied_overlay.icon_state = "beartrap_ied"
/obj/item/weapon/beartrap/Destroy()
trappedorgan = null
if (trappeduser)
unlock_atom(trappeduser)
trappeduser = null
if (trappedbear)
unlock_atom(trappedbear)
trappedbear = null
if (IED)
qdel(IED)
IED = null
..()
/obj/item/weapon/beartrap/ex_act(var/severity, var/child = null, var/mob/whodunnit)
switch(severity)
if (1)
qdel(src)
if (2)
if (IED)
IED.prime(whodunnit)
if (3)
if (IED && prob(50))
IED.prime(whodunnit)
/obj/item/weapon/beartrap/armed
armed = 1
anchored = TRUE
icon_state = "beartrap1"
/obj/item/weapon/beartrap/ied/New()
..()
desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
IED = new /obj/item/weapon/grenade/iedcasing/preassembled(src)
overlays += ied_overlay
/obj/item/weapon/beartrap/ied/armed
armed = 1
anchored = TRUE
icon_state = "beartrap1"
/obj/item/weapon/beartrap/suicide_act(var/mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/datum/organ/external/head/head_organ = H.get_organ(LIMB_HEAD)
if(head_organ)
to_chat(viewers(user), "<span class='danger'>[user] is arming the [src.name] on \his head! It looks like \he's trying to commit suicide!</span>")
playsound(src, 'sound/effects/snap.ogg', 75, 1)
head_organ.explode()
return (SUICIDE_ACT_BRUTELOSS)
/obj/item/weapon/beartrap/update_icon()
icon_state = "beartrap[armed]"
/obj/item/weapon/beartrap/attack_self(mob/user)
..()
if(ishuman(user) && !user.stat && !user.restrained())
armed = !armed
update_icon()
to_chat(user, "<span class='notice'>The [src.name] is now [armed ? "armed" : "disarmed"]</span>")
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
anchored = TRUE
user.drop_item(src, force_drop = 1)
if(armed && IED)
message_admins("[key_name(usr)] has armed a beartrap rigged with an IED at [formatJumpTo(get_turf(src))]!")
log_game("[key_name(usr)] has armed a beartrap rigged with an IED at [formatJumpTo(get_turf(src))]!")
/obj/item/weapon/beartrap/attack_hand(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(armed)
var/datum/organ/external/affecting = user.get_active_hand_organ()
if (!affecting)
return
user.visible_message("<span class='warning'>\The [H] sets off \the [src]!</span>", \
"<span class='danger'>You set off \the [src] and it crushes your hand!</span>")
playsound(src, 'sound/effects/snap.ogg', 60, 1)
H.audible_scream()
if(affecting.take_damage(15, 0, 15, SERRATED_BLADE & SHARP_BLADE))
H.UpdateDamageIcon()
H.updatehealth()
armed = 0
anchored = FALSE
update_icon()
return
else if(trapped)
if (istype(trappeduser))
if(!trappeduser.pick_usable_organ(trappedorgan)) //check if they lost their leg, and get them out of the trap
to_chat(trappeduser, "<span class='warning'>With your leg missing, you slip out of the bear trap.</span>")
trapped = 0
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
anchored = FALSE
return
else
user.visible_message("<span class='notice'>[H] tries to pry \the [src] off of [trappeduser]!</span>", \
"<span class='notice'>You try to pry open \the [src] with your bear hands.</span>")
if(do_after(user, src, 40) && prob(60)) //60% chance I think
user.visible_message("<span class='notice'>\The [H] managed to pry \the [src] off of [trappeduser]!</span>", \
"<span class='notice'>You manage to pry \the [src] off!</span>")
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
trapped = 0
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
anchored = FALSE
return
else
user.visible_message("<span class='warning'>\The [H] fails to pry \the [src] off of [trappeduser], and crushes their leg even more!</span>", \
"<span class='warning'>You fail to pry \the [src] off of [trappeduser], and you crush their leg even more!</span>")
trappeduser.audible_scream()
if(trappedorgan.take_damage(5,0,0)) //holy fuck it's easy to knock out legs
trappeduser.UpdateDamageIcon()
trappeduser.updatehealth()
return
else if (istype(trappedbear))
user.visible_message("<span class='notice'>[H] tries to pry \the [src] off of \the [trappedbear]!</span>", \
"<span class='notice'>You try to pry open \the [src] with your bear hands.</span>")
if(do_after(user, src, 40) && prob(60))
user.visible_message("<span class='notice'>\The [H] managed to pry \the [src] off of \the [trappedbear]!</span>", \
"<span class='notice'>You manage to pry \the [src] off!</span>")
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
trapped = 0
unlock_atom(trappedbear)
trappedbear.update_icon()
trappedbear = null
anchored = FALSE
return
else
user.visible_message("<span class='warning'>\The [H] fails to pry \the [src] off of \the [trappedbear], and crushes their leg even more!</span>", \
"<span class='warning'>You fail to pry \the [src] off of \the [trappedbear], and you crush their leg even more!</span>")
trappedbear.adjustBruteLoss(5)
return
..()
/obj/item/weapon/beartrap/attackby(var/obj/item/I, mob/user) //Let's get explosive.
if(istype(I, /obj/item/weapon/grenade/iedcasing))
if(IED)
to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
return
var/obj/item/weapon/grenade/iedcasing/candidate_IED = I
switch(candidate_IED.assembled)
if(0,1) //if it's not fueled/hooked up
to_chat(user, "<span class='warning'>You haven't prepared this IED yet!</span>")
return
if(2)
if(user.drop_item(I, src))
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> has rigged a beartrap with an IED at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
IED = I
to_chat(user, "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>")
desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
overlays.Add(ied_overlay)
if(3) //There is a whole thing about setting the IED's detonation status for IED'd bear traps, this is to avoid insanity
to_chat(user, "<span class='warning'It's dangerous to shove a lit IED into a bear trap! Find another way to get rid of it!</span>")
return
else
to_chat(user, "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>")
return
else if(I.is_screwdriver(user) && IED)
IED.forceMove(get_turf(src.loc))
IED = null
to_chat(user, "<span class='notice'>You remove the IED from the [src].</span>")
overlays.Remove(ied_overlay)
return
else if(iscrowbar(I) && trapped)
if (istype(trappeduser))
if(!trappeduser.pick_usable_organ(trappedorgan))
to_chat(user, "<span class='notice'>Without a leg for the bear trap to pin onto, you safely crowbar it open.</span>")
trapped = 0
anchored = FALSE
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
else
to_chat(user, "<span class='notice'>You begin to pry the bear trap off of [trappeduser.name].</span>")
if(do_after(user, src, 30))
to_chat(user, "<span class='notice'>You pry open the bear trap with \the [I.name].</span>")
trapped = 0
anchored = FALSE
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
else if (istype(trappedbear))
to_chat(user, "<span class='notice'>You begin to pry the bear trap off of [trappedbear.name].</span>")
if(do_after(user, src, 30))
to_chat(user, "<span class='notice'>You pry open the bear trap with \the [I.name].</span>")
trapped = 0
anchored = FALSE
unlock_atom(trappedbear)
trappedbear.update_icon()
trappedbear = null
else
to_chat(user, "<span class='notice'>You carefully set the bear trap off with \the [I.name].</span>")
playsound(src, 'sound/effects/snap.ogg', 60, 1)
armed = 0
anchored = FALSE
update_icon()
..()
/obj/item/weapon/beartrap/Crossed(AM)
if(armed && isliving(AM) && isturf(src.loc))
var/mob/living/L = AM
if(L.on_foot()) //Flying mobs can't get caught in beartraps! Note that this also prevents lying mobs from triggering traps
if (ishuman(L))
var/mob/living/carbon/human/H = L
H.visible_message("<span class='danger'>[H] steps on \the [src].</span>",\
"<span class='danger'>You step on \the [src]![(IED && IED.active) ? " The explosive device attached to it activates." : ""]</span>",\
"<span class='notice'>You hear a sudden snapping sound!",\
//Hallucination messages
"<span class='danger'>A terrifying crocodile snaps at [H]!</span>",\
"<span class='danger'>A [(IED && IED.active) ? "horrifying fiery dragon" : "crocodile"] attempts to bite your leg off!</span>")
if(H.m_intent == "run") //This is where the real fun begins
trap(H)
else if (istype(AM,/mob/living/simple_animal/hostile/bear))
trap(AM)
else if(isanimal(AM))
armed = 0
anchored = FALSE
var/mob/living/simple_animal/SA = AM
SA.visible_message("<span class='danger'>\The [SA] steps on \the [src].</span>",\
"<span class='danger'>You step on \the [src]![(IED && IED.active) ? " The explosive device attached to it activates." : ""]</span>",\
"<span class='notice'>You hear a sudden snapping sound!",\
//Hallucination messages
"<span class='danger'>A terrifying crocodile snaps at [AM]!</span>",\
"<span class='danger'>A [(IED && IED.active) ? "horrifying fiery dragon" : "crocodile"] attempts to bite your leg off!</span>")
SA.adjustBruteLoss(20)
update_icon()
..()
/obj/item/weapon/beartrap/proc/trap(var/mob/living/L)
if (ishuman(L))
var/mob/living/carbon/human/H = L
trappedorgan = H.pick_usable_organ(LIMB_LEFT_LEG, LIMB_RIGHT_LEG)
if(!trappedorgan)//no leg to snap to
return
trapped = 1
trappeduser = H
armed = 0
playsound(src, 'sound/effects/snap.ogg', 60, 1)
H.audible_scream()
lock_atom(H, /datum/locking_category/beartrap)
H.register_event(/event/moved, src, nameof(src::forcefully_remove()))
if(trappedorgan.take_damage(15, 0, 25, SERRATED_BLADE & SHARP_BLADE))
H.UpdateDamageIcon()
H.updatehealth()
if(!H.pick_usable_organ(trappedorgan)) //check if they lost their leg, and get them out of the trap
to_chat(H, "<span class='warning'>With your leg missing, you slip out of the bear trap!</span>")
trapped = 0
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
unlock_atom(H)
anchored = FALSE
H.update_canmove()
else if (istype(L,/mob/living/simple_animal/hostile/bear) || istype(L,/mob/living/simple_animal/hostile/spacehog))
trapped = 1
trappedbear = L
trappedbear.LostTarget()
trappedbear.dir = SOUTH
armed = 0
playsound(src, 'sound/effects/snap.ogg', 60, 1)
lock_atom(trappedbear, /datum/locking_category/beartrap)
trappedbear.adjustBruteLoss(20)
trappedbear.update_canmove()
trappedbear.update_icon()
if (IED)
IED_det(L)
/obj/item/weapon/beartrap/proc/IED_det(var/mob/living/L)
to_chat(L, "<span class='danger'>The bear trap latches to your legs as you hear a hissing sound!</span>")
playsound(src, 'sound/effects/snap.ogg', 60, 1)
trapped = 1
IED.active = 1
IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
IED.icon_state = initial(icon_state) + "_active"
IED.assembled = 3
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[L]'>?</A> has triggered an IED-rigged [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
spawn(IED.det_time)
IED.prime(L)
desc = initial(desc)
overlays.Remove(ied_overlay)
if (trappeduser && trappedorgan?.amputated)//check if they lost their leg, and get them out of the trap
to_chat(trappeduser, "<span class='warning'>With your leg missing, you slip out of the bear trap.</span>")
trapped = 0
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
trappeduser = null
anchored = FALSE
if(trappedbear)
unlock_atom(trappedbear)
trappedbear.gib()
trapped = 0
trappedbear = null
anchored = FALSE
// Called when the dude is moved from the trap on way or the other.
/obj/item/weapon/beartrap/proc/forcefully_remove(atom/movable/mover)
if (get_turf(mover) != src.loc)
if (ishuman(mover))
var/mob/living/carbon/human/H = mover
playsound(mover, 'sound/effects/snap.ogg', 60, 1)
H.audible_scream()
var/datum/organ/external/affecting = H.pick_usable_organ(LIMB_LEFT_LEG, LIMB_RIGHT_LEG)
if(affecting)
if(affecting.take_damage(30, 0, 50, SERRATED_BLADE & SHARP_BLADE)) // This is going to hurt.
H.UpdateDamageIcon()
H.updatehealth()
visible_message("<span class='warning'>The wound on [mover]'s leg worsens terribly as the trap let go of them.</span>")
trapped = 0
unlock_atom(trappeduser)
trappeduser.unregister_event(/event/moved, src, nameof(src::forcefully_remove()))
anchored = FALSE
trappeduser.update_canmove()
trappeduser = null
return
/obj/item/weapon/batteringram
name = "battering ram"
desc = "A hydraulic compression/spreader-type mechanism which, when applied to a door, will charge before rapidly expanding and dislodging frames."
flags = TWOHANDABLE | MUSTTWOHAND | FPRINT
icon = 'icons/obj/weapons.dmi'
icon_state = "ram"
item_state = "ram"
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/misc_tools.dmi', "right_hand" = 'icons/mob/in-hand/right/misc_tools.dmi')
siemens_coefficient = 0
throwforce = 15
w_class = W_CLASS_MEDIUM
w_type = RECYK_METAL
origin_tech = Tc_COMBAT + "=5"
attack_verb = list("rams", "bludgeons")
force = 15
throw_speed = 1
throw_range = 3
/obj/item/weapon/batteringram/attackby(var/obj/item/I, mob/user as mob)
if(istype(I,/obj/item/weapon/ram_kit))
flags &= ~MUSTTWOHAND //Retains FPRINT and TWOHANDABLE
icon_state = "ram-upgraded"
qdel(I)
else
..()
/obj/item/weapon/batteringram/proc/can_ram(mob/user)
if(ishuman(user))
if(wielded)
return TRUE
else
to_chat(user,"<span class='warning'>\The [src] must be wielded!</span>")
return FALSE
else if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(HAS_MODULE_QUIRK(R,MODULE_IS_THE_LAW))
return TRUE
else
to_chat(user,"<span class='warning'>You are not compatible with \the [src]!</span>")
return FALSE
else
to_chat(user,"<span class='warning'>\The [src] is too bulky!</span>")
return FALSE
// Used by do_after to play the sound and animation repeatedly while bashing stuff down
/obj/item/weapon/batteringram/proc/on_do_after(mob/user, use_user_turf, user_original_location, atom/target, target_original_location, needhand, obj/item/originally_held_item)
. = do_after_default_checks(arglist(args))
if(.)
playsound(src, 'sound/effects/shieldbash.ogg', 50, 1)
target.shake_animation(3, 3, 0.2, 15)
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
name = "wet floor sign"
icon = 'icons/obj/janitor.dmi'
icon_state = "caution"
force = 1.0
throwforce = 3.0
throw_speed = 1
throw_range = 5
w_class = W_CLASS_SMALL
flags = FPRINT
attack_verb = list("warns", "cautions", "smashes")
/obj/item/weapon/caution/proximity_sign
var/timing = 0
var/armed = 0
var/timepassed = 0
flags = FPRINT | PROXMOVE
/obj/item/weapon/caution/proximity_sign/attack_self(mob/user as mob)
if(ishuman(user))
if(armed)
armed = 0
to_chat(user, "<span class='notice'>You disarm \the [src].</span>")
return
timing = !timing
if(timing)
processing_objects.Add(src)
else
armed = 0
timepassed = 0
to_chat(user, "<span class='notice'>You [timing ? "activate \the [src]'s timer, you have 15 seconds." : "de-activate \the [src]'s timer."]</span>")
/obj/item/weapon/caution/proximity_sign/process()
if(!timing)
processing_objects.Remove(src)
timepassed++
if(timepassed >= 15 && !armed)
armed = 1
timing = 0
/obj/item/weapon/caution/proximity_sign/HasProximity(atom/movable/AM as mob|obj)
if(armed)
if(istype(AM, /mob/living/carbon) && !istype(AM, /mob/living/carbon/brain))
var/mob/living/carbon/C = AM
if(C.glide_size > GLIDE_SIZE_OF_A_WALKING_HUMAN)
src.visible_message("The [src.name] beeps, \"Running on wet floors is hazardous to your health.\"")
message_admins("[C] triggered the explosive wet floor sign at [loc] ([x], [y], [z]): <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>, last touched by [fingerprintslast].")
log_game("[C] triggered the explosive wet floor sign at [loc]([x], [y], [z]): <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>, last touched by [fingerprintslast].")
explosion(src.loc,-1,2,0, whodunnit = get_mob_by_key(fingerprintslast))
if(ishuman(C))
dead_legs(C)
if(src)
qdel(src)
/obj/item/weapon/caution/proximity_sign/proc/dead_legs(mob/living/carbon/human/H as mob)
for(var/datum/organ/external/OE in H.get_organs(LIMB_LEFT_LEG, LIMB_RIGHT_LEG))
OE.droplimb()
/obj/item/weapon/caution/cone
desc = "This cone is trying to warn you of something!"
name = "warning cone"
icon = 'icons/obj/janitor.dmi'
icon_state = "cone"
item_state = "cone"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
body_parts_covered = HEAD
w_class = W_CLASS_LARGE
slot_flags = SLOT_HEAD
starting_materials = list(MAT_PLASTIC = 2*CC_PER_SHEET_MISC) //Recipe calls for 2 sheets
w_type = RECYK_PLASTIC
/obj/item/weapon/caution/attackby(obj/item/I as obj, mob/user as mob)
if(I.is_wirecutter(user))
to_chat(user, "<span class='info'>You cut apart the cone into plastic.</span>")
drop_stack(/obj/item/stack/sheet/mineral/plastic, user.loc, starting_materials[MAT_PLASTIC]/CC_PER_SHEET_PLASTIC, user)
qdel(src)
return
return ..()
/obj/item/weapon/SWF_uplink
name = "station-bounced radio"
desc = "Used for communication, it appears."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
var/temp = null
var/uses = 8.0
var/selfdestruct = 0.0
var/traitor_frequency = 0.0
var/obj/item/device/radio/origradio = null
flags = FPRINT
siemens_coefficient = 1
slot_flags = SLOT_BELT
item_state = "radio"
throwforce = 5
w_class = W_CLASS_SMALL
throw_speed = 4
throw_range = 20
starting_materials = list(MAT_IRON = 100)
w_type = RECYK_ELECTRONIC
melt_temperature=MELTPOINT_SILICON
origin_tech = Tc_MAGNETS + "=1"
/obj/item/weapon/staff
name = "wizards staff"
desc = "Apparently a staff used by the wizard."
icon = 'icons/obj/wizard.dmi'
icon_state = "staff"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = W_CLASS_SMALL
flags = FPRINT
attack_verb = list("bludgeons", "whacks", "disciplines")
/obj/item/weapon/staff/broom
name = "broom"
desc = "Used for sweeping, and flying into the night while cackling. Black cat not included."
icon = 'icons/obj/wizard.dmi'
icon_state = "broom"
item_state = "broom0"
flags = FPRINT | TWOHANDABLE
/obj/item/weapon/staff/broom/update_wield(mob/user)
..()
item_state = "broom[wielded ? 1 : 0]"
force = wielded ? 5 : 3
attack_verb = wielded ? list("rams into", "charges at") : list("bludgeons", "whacks", "cleans", "dusts")
if(user)
user.update_inv_hands()
if(iswizard(user) || isapprentice(user))
user.flying = wielded ? 1 : 0
if(wielded)
to_chat(user, "<span class='notice'>You hold \the [src] between your legs.</span>")
user.say("QUID 'ITCH")
animate(user, pixel_y = pixel_y + 10 * PIXEL_MULTIPLIER , time = 10, loop = 1, easing = SINE_EASING)
else
animate(user, pixel_y = pixel_y + 10 * PIXEL_MULTIPLIER , time = 1, loop = 1)
animate(user, pixel_y = pixel_y, time = 10, loop = 1, easing = SINE_EASING)
animate(user)
if(user.lying)//aka. if they have just been stunned
user.pixel_y -= 6 * PIXEL_MULTIPLIER
else
if(wielded)
to_chat(user, "<span class='notice'>You hold \the [src] between your legs.</span>")
/obj/item/weapon/staff/broom/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/clothing/mask/horsehead))
new/obj/item/weapon/staff/broom/horsebroom(get_turf(src))
user.u_equip(O)
qdel(O)
qdel(src)
return
..()
/obj/item/weapon/staff/broom/horsebroom
name = "broomstick horse"
desc = "Saddle up!"
icon = 'icons/obj/wizard.dmi'
icon_state = "horsebroom"
item_state = "horsebroom0"
/obj/item/weapon/staff/broom/horsebroom/update_wield(mob/user)
..()
item_state = "horsebroom[wielded ? 1 : 0]"
/obj/item/weapon/staff/stick
name = "stick"
desc = "A great tool to drag someone else's drinks across the bar."
icon = 'icons/obj/weapons.dmi'
icon_state = "stick"
item_state = "stick"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = W_CLASS_SMALL
flags = FPRINT
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon = 'icons/obj/power.dmi'
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
starting_materials = list(MAT_IRON = 70)
w_type = RECYK_METAL
melt_temperature=MELTPOINT_STEEL
attack_verb = list("whips", "lashes", "disciplines", "tickles")
/obj/item/weapon/wire/suicide_act(var/mob/living/user)
to_chat(viewers(user), "<span class='danger'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
return (SUICIDE_ACT_OXYLOSS)
/obj/item/weapon/module
icon = 'icons/obj/module.dmi'
//icon_state = "std_module"
w_class = W_CLASS_SMALL
item_state = "electronic"
flags = FPRINT
siemens_coefficient = 1
var/mtype = 1 // 1=electronic 2=hardware
/obj/item/weapon/module/card_reader
name = "card reader module"
icon_state = "card_mod"
desc = "An electronic module for reading data and ID cards."
/obj/item/weapon/circuitboard/power_control
icon = 'icons/obj/module.dmi'
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
board_type = OTHER
/obj/item/weapon/circuitboard/station_map
icon = 'icons/obj/module.dmi'
name = "holomap module"
icon_state = "card_mod"
desc = "Holographic circuits for station holomaps."
board_type = OTHER
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"
icon_state = "id_mod"
desc = "A module allowing secure authorization of ID cards."
/obj/item/weapon/module/cell_power
name = "power cell regulator module"
icon_state = "power_mod"
desc = "A converter and regulator allowing the use of power cells."
/obj/item/weapon/module/cell_power
name = "power cell charger module"
icon_state = "power_mod"
desc = "Charging circuits for power cells."
/obj/item/weapon/syntiflesh
name = "syntiflesh"
desc = "Meat that appears... strange..."
icon = 'icons/obj/food.dmi'
icon_state = "meat"
flags = FPRINT
siemens_coefficient = 1
w_class = W_CLASS_TINY
origin_tech = Tc_BIOTECH + "=2"
/*
/obj/item/weapon/cigarpacket
name = "Pete's Cuban Cigars"
desc = "The most robust cigars on the planet."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarpacket"
item_state = "cigarpacket"
w_class = W_CLASS_TINY
throwforce = 2
var/cigarcount = 6
flags = ONBELT */
/obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end."
name = "data cable"
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
var/obj/machinery/machine
/*
/obj/item/weapon/research//Makes testing much less of a pain -Sieve
name = "research"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "capacitor"
desc = "A debug item for research."
origin_tech = Tc_MATERIALS + "=8;" + Tc_PROGRAMMING + "=8;" + Tc_MAGNETS + "=8;" + Tc_POWERSTORAGE + "=8;" + Tc_BLUESPACE + "=8;" + Tc_COMBAT + "=8;" + Tc_BIOTECH + "=8;" + Tc_SYNDICATE + "=8"
*/
/obj/item/weapon/ectoplasm
name = "ectoplasm"
desc = "The remnants of a being between the world of the living and the dead. Spooky."
gender = PLURAL
icon = 'icons/obj/wizard.dmi'
icon_state = "ectoplasm"
w_type = RECYK_BIOLOGICAL
/obj/item/weapon/ectoplasm/New(turf/loc, var/alt_color)
..()
if (alt_color)
var/icon/color_icon = icon(icon,"[icon_state]_blank")
color_icon.Blend(alt_color, ICON_ADD)
icon = color_icon
/////////Random shit////////
/obj/item/weapon/lightning
name = "lightning"
icon = 'icons/obj/lightning.dmi'
icon_state = "lightning"
desc = "test lightning"
flags = 0
/obj/item/weapon/lightning/New()
icon = midicon
icon_state = "1"
/obj/item/weapon/lightning/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
var/angle = get_angle(A, user)
// to_chat(world, angle)
angle = round(angle) + 45
if(angle > 180)
angle -= 180
else
angle += 180
if(!angle)
angle = 1
// to_chat(world, "adjusted [angle]")
icon_state = "[angle]"
// to_chat(world, "[angle] [(get_dist(user, A) - 1)]")
user.Beam(A, "lightning", 'icons/obj/zap.dmi', 50, 15)
/*Testing
// creates an /icon object with 360 states of rotation
proc/rotate_icon(file, state, step = 1, aa = FALSE)
var icon/base = icon(file, state)
var w, h, w2, h2
if(aa)
aa ++
w = base.Width()
w2 = w * aa
h = base.Height()
h2 = h * aa
var icon{result = icon(base); temp}
for(var/angle in 0 to 360 step step)
if(angle == 0 )
continue
if(angle == 360)
continue
temp = icon(base)
if(aa)
temp.Scale(w2, h2)
temp.Turn(angle)
if(aa)
temp.Scale(w, h)
result.Insert(temp, "[angle]")
return result*/