Adds ~70 more suicides
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CitadelStationBot
parent
5e1ff26276
commit
4d206f56e8
@@ -15,6 +15,17 @@
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/device/assembly/flash/suicide_act(mob/living/user)
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if (crit_fail)
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but its burnt out!</span>")
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return SHAME
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else if (user.eye_blind)
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
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return SHAME
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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attack(user,user)
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return FIRELOSS
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/obj/item/device/assembly/flash/update_icon(flash = FALSE)
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cut_overlays()
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attached_overlays = list()
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@@ -134,7 +145,6 @@
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
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/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/obj/item/device/assembly/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustible substances."
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@@ -34,3 +35,46 @@
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light [A].</span>"
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activate()
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add_fingerprint(user)
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=======
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/obj/item/device/assembly/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustible substances."
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icon_state = "igniter"
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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heat = 1000
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/obj/item/device/assembly/igniter/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] is trying to ignite [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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user.IgniteMob()
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return FIRELOSS
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/obj/item/device/assembly/igniter/New()
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..()
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sparks.set_up(2, 0, src)
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sparks.attach(src)
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/obj/item/device/assembly/igniter/Destroy()
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qdel(sparks)
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sparks = null
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. = ..()
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/obj/item/device/assembly/igniter/activate()
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if(!..())
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return 0//Cooldown check
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var/turf/location = get_turf(loc)
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if(location)
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location.hotspot_expose(1000,1000)
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sparks.start()
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return 1
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/obj/item/device/assembly/igniter/attack_self(mob/user)
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activate()
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add_fingerprint(user)
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/obj/item/device/assembly/igniter/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>[user] fiddles with [src], and manages to \
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light [A].</span>"
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activate()
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add_fingerprint(user)
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>>>>>>> 20a6c0c... Adds ~70 more suicides (#34522)
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@@ -13,6 +13,19 @@
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var/frequency = FREQ_SIGNALER
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var/delay = 0
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var/datum/radio_frequency/radio_connection
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var/suicider = null
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/obj/item/device/assembly/signaler/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] eats \the [src]! If it is signaled, [user.p_they()] will die!</span>")
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playsound(src, 'sound/items/eatfood.ogg', 50, 1)
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user.transferItemToLoc(src, user, TRUE)
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suicider = user
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return MANUAL_SUICIDE
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/obj/item/device/assembly/signaler/proc/manual_suicide(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user]'s \the [src] recieves a signal, killing them instantly!</span>")
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user.adjustOxyLoss(200)//it sends an electrical pulse to their heart, killing them. or something.
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user.death(0)
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/obj/item/device/assembly/signaler/New()
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..()
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@@ -123,6 +136,8 @@ Code:
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return 0
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if(!(src.wires & WIRE_RADIO_RECEIVE))
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return 0
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if(suicider)
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manual_suicide(suicider)
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pulse(1)
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audible_message("[icon2html(src, hearers(src))] *beep* *beep*", null, 1)
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return
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@@ -10,6 +10,16 @@
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var/saved_time = 5
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var/loop = 0
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/obj/item/device/assembly/timer/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] looks at the timer and decides [user.p_their()] fate! It looks like [user.p_theyre()] going to commit suicide!</span>")
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activate()//doesnt rely on timer_end to prevent weird metas where one person can control the timer and therefore someone's life. (maybe that should be how it works...)
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addtimer(CALLBACK(src, .proc/manual_suicide, user), time*10)//kill yourself once the time runs out
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return MANUAL_SUICIDE
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/obj/item/device/assembly/timer/proc/manual_suicide(mob/living/user)
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user.visible_message("<span class='suicide'>[user]'s time is up!</span>")
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user.adjustOxyLoss(200)
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user.death(0)
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/obj/item/device/assembly/timer/New()
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..()
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