* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
137 lines
5.5 KiB
Plaintext
137 lines
5.5 KiB
Plaintext
//Used by the Geis scripture to hold its target in place
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/obj/structure/destructible/clockwork/geis_binding
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name = "glowing ring"
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desc = "A flickering, glowing purple ring around a target."
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clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
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max_integrity = 25
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obj_integrity = 25
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light_color = "#AF0AAF"
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density = FALSE
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immune_to_servant_attacks = TRUE
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icon = 'icons/effects/clockwork_effects.dmi'
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icon_state = "geisbinding_full"
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break_message = null
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break_sound = 'sound/magic/Repulse.ogg'
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debris = list()
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can_buckle = TRUE
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buckle_lying = 0
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buckle_prevents_pull = TRUE
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var/resisting = FALSE
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var/can_resist = FALSE
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var/mob_layer = MOB_LAYER
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/obj/structure/destructible/clockwork/geis_binding/New()
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..()
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set_light(2, 0.5)
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/obj/structure/destructible/clockwork/geis_binding/examine(mob/user)
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icon_state = "geisbinding_full"
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..()
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icon_state = "geisbinding"
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/obj/structure/destructible/clockwork/geis_binding/attack_hand(mob/living/user)
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return
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/obj/structure/destructible/clockwork/geis_binding/emp_act(severity)
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new /obj/effect/overlay/temp/emp(loc)
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qdel(src)
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/obj/structure/destructible/clockwork/geis_binding/post_buckle_mob(mob/living/M)
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..()
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if(M.buckled == src)
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desc = "A flickering, glowing purple ring around [M]."
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clockwork_desc = "A binding ring around [M], preventing [M.p_them()] from taking action while [M.p_theyre()] being converted."
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icon_state = "geisbinding"
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mob_layer = M.layer
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layer = M.layer - 0.01
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var/image/GB = new('icons/effects/clockwork_effects.dmi', src, "geisbinding_top", M.layer + 0.01)
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add_overlay(GB)
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for(var/obj/item/I in M.held_items)
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M.dropItemToGround(I)
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for(var/i in M.get_empty_held_indexes())
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var/obj/item/geis_binding/B = new(M)
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M.put_in_hands(B, i)
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M.regenerate_icons()
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M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", \
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"<span class='warning'>A [name] appears around you!</span>[can_resist ? "\n<span class='userdanger'>Resist!</span>":""]")
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if(!can_resist)
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repair_and_interrupt()
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else
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var/obj/effect/overlay/temp/ratvar/geis_binding/G = new /obj/effect/overlay/temp/ratvar/geis_binding(M.loc)
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var/obj/effect/overlay/temp/ratvar/geis_binding/T = new /obj/effect/overlay/temp/ratvar/geis_binding/top(M.loc)
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G.layer = mob_layer - 0.01
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T.layer = mob_layer + 0.01
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G.alpha = alpha
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T.alpha = alpha
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animate(G, transform = matrix()*2, alpha = 0, time = 8, easing = EASE_OUT)
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animate(T, transform = matrix()*2, alpha = 0, time = 8, easing = EASE_OUT)
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M.visible_message("<span class='warning'>[src] snaps into glowing pieces and dissipates!</span>")
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for(var/obj/item/geis_binding/GB in M.held_items)
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M.dropItemToGround(GB, TRUE)
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/obj/structure/destructible/clockwork/geis_binding/relaymove(mob/user, direction)
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if(isliving(user) && can_resist)
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var/mob/living/L = user
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L.resist()
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/obj/structure/destructible/clockwork/geis_binding/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(src, 'sound/effects/EMPulse.ogg', 50, 1)
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/obj/structure/destructible/clockwork/geis_binding/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(.)
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update_icon()
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/obj/structure/destructible/clockwork/geis_binding/update_icon()
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alpha = min(initial(alpha) + ((obj_integrity - max_integrity) * 5), 255)
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/obj/structure/destructible/clockwork/geis_binding/proc/repair_and_interrupt()
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obj_integrity = max_integrity
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update_icon()
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for(var/m in buckled_mobs)
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var/mob/living/L = m
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if(L)
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L.Stun(1, 1, 1)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.silent += 4
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visible_message("<span class='sevtug'>[src] flares brightly!</span>")
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var/obj/effect/overlay/temp/ratvar/geis_binding/G1 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
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var/obj/effect/overlay/temp/ratvar/geis_binding/G2 = new /obj/effect/overlay/temp/ratvar/geis_binding(loc)
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var/obj/effect/overlay/temp/ratvar/geis_binding/T1 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
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var/obj/effect/overlay/temp/ratvar/geis_binding/T2 = new /obj/effect/overlay/temp/ratvar/geis_binding/top(loc)
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G1.layer = mob_layer - 0.01
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G2.layer = mob_layer - 0.01
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T1.layer = mob_layer + 0.01
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T2.layer = mob_layer + 0.01
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animate(G1, pixel_y = pixel_y + 9, alpha = 0, time = 8, easing = EASE_IN)
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animate(G2, pixel_y = pixel_y - 9, alpha = 0, time = 8, easing = EASE_IN)
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animate(T1, pixel_y = pixel_y + 9, alpha = 0, time = 8, easing = EASE_IN)
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animate(T2, pixel_y = pixel_y - 9, alpha = 0, time = 8, easing = EASE_IN)
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/obj/structure/destructible/clockwork/geis_binding/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
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if(buckled_mob == user)
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if(!resisting && can_resist)
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resisting = TRUE
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user.visible_message("<span class='warning'>[user] starts struggling against [src]...</span>", "<span class='userdanger'>You start breaking out of [src]...</span>")
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while(do_after(user, 10, target = src) && resisting && obj_integrity)
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if(obj_integrity - 5 <= 0)
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user.visible_message("<span class='warning'>[user] breaks [src]!</span>", "<span class='userdanger'>You break [src]!</span>")
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take_damage(5)
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return user
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take_damage(5)
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resisting = FALSE
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else
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return ..()
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/obj/item/geis_binding
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name = "glowing ring"
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desc = "A flickering ring preventing you from holding items."
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icon = 'icons/effects/clockwork_effects.dmi'
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icon_state = "geisbinding_full"
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flags = NODROP|ABSTRACT|DROPDEL
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/obj/item/geis_binding/pre_attackby(atom/target, mob/living/user, params)
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user.resist()
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return FALSE
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