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Kneebreaker Hammer and ported biosuits (#1067)
Adding the Kneebreaker Hammer to the code, a blunt weapon which does the same amount of damage as a metal baseball bat and can be used to pry doors while fitting in a satchel and on the belt, quite comparable to an e-sword, due to eventually become a traitor item when the coders are done with Stuff. Porting our oldcode biosuits as well, when I made some checks, those who chose to comment unanimously agreed the old suits were better.
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@@ -896,10 +896,21 @@ About the new airlock wires panel:
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spawn(0) close(1)
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else
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user << "<span class='warning'>You need to be wielding \the [C] to do that.</span>"
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else if(istype(C, /obj/item/weapon/melee/hammer) && !arePowerSystemsOn())
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if(locked)
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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else if( !welded && !operating )
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if(density)
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spawn(0) open(1)
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else
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spawn(0) close(1)
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else
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..()
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return
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/obj/machinery/door/airlock/phoron/attackby(C as obj, mob/user as mob)
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if(C)
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ignite(is_hot(C))
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@@ -90,8 +90,8 @@
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// This only works on broken doors or doors without power. Also allows repair with Plasteel.
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/obj/machinery/door/blast/attackby(obj/item/weapon/C as obj, mob/user as mob)
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src.add_fingerprint(user)
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if(istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/material/twohanded/fireaxe) && C:wielded == 1))
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if(((stat & NOPOWER) || (stat & BROKEN)) && !( src.operating ))
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if(istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/material/twohanded/fireaxe) && C:wielded == 1) || (istype(C, /obj/item/weapon/melee/hammer)))
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if (((stat & NOPOWER) || (stat & BROKEN)) && !( src.operating ))
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force_toggle()
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else
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usr << "<span class='notice'>[src]'s motors resist your effort.</span>"
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@@ -257,7 +257,7 @@
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user << "<span class='danger'>\The [src] is welded shut!</span>"
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return
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if(istype(C, /obj/item/weapon/crowbar) || istype(C,/obj/item/weapon/material/twohanded/fireaxe))
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if(istype(C, /obj/item/weapon/crowbar) || istype(C,/obj/item/weapon/material/twohanded/fireaxe) || (istype(C, /obj/item/weapon/melee/hammer)))
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if(operating)
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return
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@@ -276,7 +276,7 @@
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"You start forcing \the [src] [density ? "open" : "closed"] with \the [C]!",\
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"You hear metal strain.")
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if(do_after(user,30))
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if(istype(C, /obj/item/weapon/crowbar))
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if(istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/melee/hammer)))
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if(stat & (BROKEN|NOPOWER) || !density)
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user.visible_message("<span class='danger'>\The [user] forces \the [src] [density ? "open" : "closed"] with \a [C]!</span>",\
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"You force \the [src] [density ? "open" : "closed"] with \the [C]!",\
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@@ -53,3 +53,25 @@
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/obj/item/weapon/melee/chainsword/suicide_act(mob/user)
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viewers(user) << "\red <b>[user] is slicing \himself apart with the [src.name]! It looks like \he's trying to commit suicide.</b>"
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return (BRUTELOSS|OXYLOSS)
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//This is essentially a crowbar and a baseball bat in one.
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/obj/item/weapon/melee/hammer
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name = "kneebreaker hammer"
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desc = "A heavy hammer made of plasteel, the other end could be used to pry open doors."
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icon = 'icons/obj/kneehammer.dmi'
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icon_state = "kneehammer"
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item_state = "kneehammer"
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contained_sprite = 1
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slot_flags = SLOT_BELT
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force = 22
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throwforce = 70
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//This should do around 15 brute when you throw it, there's probably a better way to do it.
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throw_speed = 1
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throw_range = 5
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attack_verb = list("smashed", "beaten", "slammed", "smacked", "struck", "battered", "bonked")
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w_class = 3
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origin_tech = "materials=3;syndicate=2"
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sharp = 0
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edge = 0
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hitsound = 'sound/weapons/genhit3.ogg'
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