163 lines
4.4 KiB
Plaintext
163 lines
4.4 KiB
Plaintext
/obj/structure/closet/statue
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name = "statue"
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desc = "An incredibly lifelike marble carving."
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icon = 'icons/obj/statue.dmi'
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icon_state = "human_male"
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density = 1
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anchored = 1
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health = 0 //destroying the statue kills the mob within
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var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
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var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
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var/intialBrute = 0
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var/intialOxy = 0
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var/timer = 240 //eventually the person will be freed
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/obj/structure/closet/statue/New(loc, var/mob/living/L)
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if(ishuman(L) || ismonkey(L) || iscorgi(L))
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if(L.buckled)
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L.buckled.unbuckle_mob(L,force=1)
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L.reset_perspective(src)
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L.loc = src
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L.disabilities += MUTE
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L.faction += "mimic" //Stops mimics from instaqdeling people in statues
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L.visible_message("<span class='warning'>[L]'s skin rapidly turns to marble!</span>", "<span class='userdanger'>Your body freezes up! Can't... move... can't... think...</span>")
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health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
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intialTox = L.getToxLoss()
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intialFire = L.getFireLoss()
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intialBrute = L.getBruteLoss()
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intialOxy = L.getOxyLoss()
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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name = "statue of [H.name]"
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H.bleedsuppress = 1
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if(H.gender == "female")
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icon_state = "human_female"
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else if(ismonkey(L))
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name = "statue of a monkey"
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icon_state = "monkey"
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else if(iscorgi(L))
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name = "statue of a corgi"
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icon_state = "corgi"
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desc = "If it takes forever, I will wait for you..."
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if(health == 0) //meaning if the statue didn't find a valid target
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qdel(src)
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return
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START_PROCESSING(SSobj, src)
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..()
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icon = L.icon
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icon_state = L.icon_state
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overlays = L.overlays
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color = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
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/obj/structure/closet/statue/process()
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timer--
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for(var/mob/living/M in src) //Go-go gadget stasis field
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M.setToxLoss(intialTox)
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M.adjustFireLoss(intialFire - M.getFireLoss())
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M.adjustBruteLoss(intialBrute - M.getBruteLoss())
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M.setOxyLoss(intialOxy)
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M.Stun(1) //So they can't do anything while petrified
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if(timer <= 0)
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dump_contents()
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STOP_PROCESSING(SSobj, src)
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qdel(src)
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/obj/structure/closet/statue/dump_contents()
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if(istype(src.loc, /mob/living/simple_animal/hostile/statue))
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var/mob/living/simple_animal/hostile/statue/S = src.loc
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src.loc = S.loc
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if(S.mind)
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for(var/mob/M in contents)
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S.mind.transfer_to(M)
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M.Weaken(5)
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M << "<span class='notice'>You slowly come back to your senses. You are in control of yourself again!</span>"
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break
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qdel(S)
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for(var/obj/O in src)
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O.loc = src.loc
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for(var/mob/living/M in src)
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M.loc = src.loc
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M.disabilities -= MUTE
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M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
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M.faction -= "mimic"
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M.reset_perspective(null)
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/obj/structure/closet/statue/take_contents()
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return
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/obj/structure/closet/statue/open()
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return
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/obj/structure/closet/statue/take_contents()
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return
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/obj/structure/closet/statue/open()
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return
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/obj/structure/closet/statue/insert()
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return
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/obj/structure/closet/statue/close()
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return
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/obj/structure/closet/statue/toggle()
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return
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/obj/structure/closet/statue/bullet_act(obj/item/projectile/Proj)
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health -= Proj.damage
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if(health <= 0)
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shatter()
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/obj/structure/closet/statue/attack_animal(mob/living/simple_animal/user)
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if(user.environment_smash)
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shatter()
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/obj/structure/closet/statue/blob_act(obj/effect/blob/B)
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shatter()
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/obj/structure/closet/statue/attacked_by(obj/item/I, mob/living/user)
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if(I.damtype != STAMINA)
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health -= I.force
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visible_message("<span class='danger'>[user] strikes [src] with [I].</span>")
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if(health <= 0)
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shatter()
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/obj/structure/closet/statue/MouseDrop_T()
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return
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/obj/structure/closet/statue/relaymove()
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return
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/obj/structure/closet/statue/attack_hand()
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return
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/obj/structure/closet/statue/verb_toggleopen()
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return
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/obj/structure/closet/statue/update_icon()
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return
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/obj/structure/closet/statue/proc/shatter()
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for(var/mob/living/M in src)
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M.dust()
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dump_contents()
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visible_message("<span class='danger'>[src] shatters!.</span>")
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qdel(src)
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/obj/structure/closet/statue/container_resist()
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return
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/mob/living/proc/petrify()
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if(istype(loc, /obj/structure/closet/statue)) //If they're already petrified
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return 0
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new /obj/structure/closet/statue(get_turf(src), src)
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return 1
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