Fixes stacking multiple bear traps in one tile (#12168)
* Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * no more deathstacks i guess * that'll do piggy * or not * h elp * ok this should do it for real this time Co-authored-by: Changelogs <action@github.com>
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@@ -251,7 +251,7 @@
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throw_range = 1
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icon_state = "beartrap"
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desc = "A trap used to catch bears and other legged creatures."
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var/armed = 0
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var/armed = FALSE
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var/trap_damage = 20
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/obj/item/restraints/legcuffs/beartrap/Initialize()
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@@ -274,14 +274,14 @@
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if(armed && isturf(src.loc))
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if(isliving(AM))
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var/mob/living/L = AM
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var/snap = 0
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var/snap = FALSE
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var/def_zone = BODY_ZONE_CHEST
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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snap = 1
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if(!C.lying)
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def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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if(!C.legcuffed && C.get_num_legs(FALSE) >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
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snap = TRUE
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C.legcuffed = src
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forceMove(C)
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C.update_equipment_speed_mods()
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@@ -290,21 +290,21 @@
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else if(isanimal(L))
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var/mob/living/simple_animal/SA = L
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if(SA.mob_size > MOB_SIZE_TINY)
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snap = 1
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if(L.movement_type & FLYING)
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snap = 0
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snap = TRUE
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if(L.movement_type & (FLYING | FLOATING))
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snap = FALSE
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if(snap)
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armed = 0
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armed = FALSE
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icon_state = "[initial(icon_state)][armed]"
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
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"<span class='userdanger'>You trigger \the [src]!</span>")
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L.apply_damage(trap_damage,BRUTE, def_zone)
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L.apply_damage(trap_damage, BRUTE, def_zone)
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..()
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/obj/item/restraints/legcuffs/beartrap/energy
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name = "energy snare"
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armed = 1
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armed = TRUE
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icon_state = "e_snare"
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trap_damage = 0
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item_flags = DROPDEL
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