Files
GS13NG/code/game/objects/structures/kitchen_spike.dm
Poojawa 9558252b93 Revert/replaces a lot of #8024 with bleed_rate
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.
2019-08-26 14:22:17 -05:00

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//////Kitchen Spike
#define VIABLE_MOB_CHECK(X) (isliving(X) && !issilicon(X) && !isbot(X))
/obj/structure/kitchenspike_frame
name = "meatspike frame"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spikeframe"
desc = "The frame of a meat spike."
density = TRUE
anchored = FALSE
max_integrity = 200
/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
add_fingerprint(user)
if(default_unfasten_wrench(user, I))
return
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if(R.get_amount() >= 4)
R.use(4)
to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
var/obj/F = new /obj/structure/kitchenspike(src.loc)
transfer_fingerprints_to(F)
qdel(src)
else if(istype(I, /obj/item/weldingtool))
if(!I.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
if(I.use_tool(src, user, 50, volume=50))
visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
"<span class='notice'>You cut \the [src] apart with \the [I].</span>",
"<span class='italics'>You hear welding.</span>")
new /obj/item/stack/sheet/metal(src.loc, 4)
qdel(src)
return
else
return ..()
/obj/structure/kitchenspike
name = "meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
density = TRUE
anchored = TRUE
buckle_lying = 0
can_buckle = 1
max_integrity = 250
/obj/structure/kitchenspike/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/kitchenspike/crowbar_act(mob/living/user, obj/item/I)
if(has_buckled_mobs())
to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
return TRUE
if(I.use_tool(src, user, 20, volume=100))
to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
deconstruct(TRUE)
return TRUE
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/kitchenspike/attack_hand(mob/user)
if(VIABLE_MOB_CHECK(user.pulling) && user.a_intent == INTENT_GRAB && !has_buckled_mobs())
var/mob/living/L = user.pulling
if(do_mob(user, src, 120))
if(has_buckled_mobs()) //to prevent spam/queing up attacks
return
if(L.buckled)
return
if(user.pulling != L)
return
playsound(src.loc, 'sound/effects/splat.ogg', 25, 1)
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>")
L.forceMove(drop_location())
L.emote("scream")
if(iscarbon(L))
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.bleed_rate += 10
H.bleed(10) //less instant blood damage because you're bleeding, and bleeding is bad news.
else
var/mob/living/carbon/C = L
C.bleed(30)
else
L.add_splatter_floor()
L.adjustBruteLoss(30)
L.setDir(2)
buckle_mob(L, force=1)
var/matrix/m180 = matrix(L.transform)
m180.Turn(180)
animate(L, transform = m180, time = 3)
L.pixel_y = L.get_standard_pixel_y_offset(180)
else if (has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
user_unbuckle_mob(L, user)
else
..()
/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
return
/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
if(buckled_mob)
var/mob/living/M = buckled_mob
if(M != user)
M.visible_message(\
"[user] tries to pull [M] free of [src]!",\
"<span class='notice'>[user] is trying to pull you off [src], opening up fresh wounds!</span>",\
"<span class='italics'>You hear a squishy wet noise.</span>")
if(!do_after(user, 300, target = src))
if(M && M.buckled)
M.visible_message(\
"[user] fails to free [M]!",\
"<span class='notice'>[user] fails to pull you off of [src].</span>")
return
else
M.visible_message(\
"<span class='warning'>[M] struggles to break free from [src]!</span>",\
"<span class='notice'>You struggle to break free from [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
"<span class='italics'>You hear a wet squishing noise..</span>")
M.adjustBruteLoss(30)
if(!do_after(M, 1200, target = src))
if(M && M.buckled)
to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
return
if(!M.buckled)
return
release_mob(M)
/obj/structure/kitchenspike/proc/release_mob(mob/living/M)
var/matrix/m180 = matrix(M.transform)
m180.Turn(180)
animate(M, transform = m180, time = 3)
M.pixel_y = M.get_standard_pixel_y_offset(180)
M.adjustBruteLoss(30)
src.visible_message(text("<span class='danger'>[M] falls free of [src]!</span>"))
unbuckle_mob(M,force=1)
M.emote("scream")
M.AdjustKnockdown(20)
/obj/structure/kitchenspike/Destroy()
if(has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
release_mob(L)
return ..()
/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
if(disassembled)
var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
transfer_fingerprints_to(F)
else
new /obj/item/stack/sheet/metal(src.loc, 4)
new /obj/item/stack/rods(loc, 4)
qdel(src)
#undef VIABLE_MOB_CHECK