Wearing armor reduces the blood loss you incur, no longer are you instantly deleted on blood. Dripping blood WILL kill you if you don't solve that issue, medical gauze has been tripled as a QoL for medical staff as a result.
162 lines
5.4 KiB
Plaintext
162 lines
5.4 KiB
Plaintext
//////Kitchen Spike
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#define VIABLE_MOB_CHECK(X) (isliving(X) && !issilicon(X) && !isbot(X))
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = TRUE
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anchored = FALSE
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max_integrity = 200
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(default_unfasten_wrench(user, I))
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return
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
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var/obj/F = new /obj/structure/kitchenspike(src.loc)
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transfer_fingerprints_to(F)
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qdel(src)
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else if(istype(I, /obj/item/weldingtool))
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
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if(I.use_tool(src, user, 50, volume=50))
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visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
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"<span class='notice'>You cut \the [src] apart with \the [I].</span>",
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"<span class='italics'>You hear welding.</span>")
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new /obj/item/stack/sheet/metal(src.loc, 4)
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qdel(src)
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return
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else
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return ..()
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/obj/structure/kitchenspike
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name = "meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals."
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density = TRUE
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anchored = TRUE
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buckle_lying = 0
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can_buckle = 1
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max_integrity = 250
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/obj/structure/kitchenspike/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/kitchenspike/crowbar_act(mob/living/user, obj/item/I)
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if(has_buckled_mobs())
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to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
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return TRUE
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if(I.use_tool(src, user, 20, volume=100))
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to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
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deconstruct(TRUE)
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return TRUE
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/kitchenspike/attack_hand(mob/user)
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if(VIABLE_MOB_CHECK(user.pulling) && user.a_intent == INTENT_GRAB && !has_buckled_mobs())
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var/mob/living/L = user.pulling
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if(do_mob(user, src, 120))
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if(has_buckled_mobs()) //to prevent spam/queing up attacks
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return
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if(L.buckled)
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return
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if(user.pulling != L)
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return
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playsound(src.loc, 'sound/effects/splat.ogg', 25, 1)
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.forceMove(drop_location())
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L.emote("scream")
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if(iscarbon(L))
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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H.bleed_rate += 10
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H.bleed(10) //less instant blood damage because you're bleeding, and bleeding is bad news.
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else
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var/mob/living/carbon/C = L
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C.bleed(30)
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else
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.setDir(2)
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buckle_mob(L, force=1)
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var/matrix/m180 = matrix(L.transform)
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m180.Turn(180)
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animate(L, transform = m180, time = 3)
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L.pixel_y = L.get_standard_pixel_y_offset(180)
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else if (has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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user_unbuckle_mob(L, user)
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else
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..()
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
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if(buckled_mob)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message(\
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"[user] tries to pull [M] free of [src]!",\
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"<span class='notice'>[user] is trying to pull you off [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message(\
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"[user] fails to free [M]!",\
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"<span class='notice'>[user] fails to pull you off of [src].</span>")
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return
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else
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M.visible_message(\
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"<span class='warning'>[M] struggles to break free from [src]!</span>",\
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"<span class='notice'>You struggle to break free from [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
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return
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if(!M.buckled)
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return
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release_mob(M)
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/obj/structure/kitchenspike/proc/release_mob(mob/living/M)
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of [src]!</span>"))
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unbuckle_mob(M,force=1)
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M.emote("scream")
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M.AdjustKnockdown(20)
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/obj/structure/kitchenspike/Destroy()
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if(has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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release_mob(L)
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return ..()
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/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
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if(disassembled)
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var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
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transfer_fingerprints_to(F)
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else
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new /obj/item/stack/sheet/metal(src.loc, 4)
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new /obj/item/stack/rods(loc, 4)
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qdel(src)
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#undef VIABLE_MOB_CHECK
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