108 lines
3.4 KiB
Plaintext
108 lines
3.4 KiB
Plaintext
/* Clown Items
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* Contains:
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* Soap
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* Bike Horns
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* Air Horns
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*/
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/*
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* Soap
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*/
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/obj/item/weapon/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "soap"
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w_class = 1.0
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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var/cleanspeed = 50 //slower than mop
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/obj/item/weapon/soap/nanotrasen
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desc = "A Nanotrasen brand bar of soap. Smells of plasma."
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icon_state = "soapnt"
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/obj/item/weapon/soap/deluxe
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
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icon_state = "soapdeluxe"
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cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
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/obj/item/weapon/soap/syndie
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desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
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icon_state = "soapsyndie"
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cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
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/obj/item/weapon/soap/Crossed(AM as mob|obj)
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if (istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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M.slip(4, 2, src)
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/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
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if(!proximity)
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return
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && (target in user.client.screen))
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user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>"
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else if(istype(target,/obj/effect/decal/cleanable))
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user.visible_message("<span class='warning'>[user] begins to scrub \the [target.name] out with [src].</span>")
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if(do_after(user, src.cleanspeed))
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user << "<span class='notice'>You scrub \the [target.name] out.</span>"
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qdel(target)
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else if(ishuman(target) && user.zone_sel && user.zone_sel.selecting == "mouth")
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user.visible_message("<span class='warning'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
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return
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else
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user.visible_message("<span class='warning'>[user] begins to clean \the [target.name] with [src].</span>")
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if(do_after(user, src.cleanspeed))
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user << "<span class='notice'>You clean \the [target.name].</span>"
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.clean_blood()
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return
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/*
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* Bike Horns
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*/
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/obj/item/weapon/bikehorn
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name = "bike horn"
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desc = "A horn off of a bicycle."
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icon = 'icons/obj/items.dmi'
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icon_state = "bike_horn"
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item_state = "bike_horn"
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throwforce = 0
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hitsound = null //To prevent tap.ogg playing, as the item lacks of force
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w_class = 1.0
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throw_speed = 3
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throw_range = 7
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attack_verb = list("HONKED")
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var/spam_flag = 0
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var/honksound = 'sound/items/bikehorn.ogg'
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var/cooldowntime = 20
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/obj/item/weapon/bikehorn/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!spam_flag)
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playsound(loc, honksound, 50, 1, -1) //plays instead of tap.ogg!
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return ..()
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/obj/item/weapon/bikehorn/attack_self(mob/user as mob)
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if(!spam_flag)
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spam_flag = 1
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playsound(src.loc, honksound, 50, 1)
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src.add_fingerprint(user)
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spawn(cooldowntime)
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spam_flag = 0
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return
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/obj/item/weapon/bikehorn/airhorn
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name = "air horn"
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desc = "Damn son, where'd you find this?"
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icon_state = "air_horn"
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honksound = 'sound/items/AirHorn2.ogg'
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cooldowntime = 50 |