Unnecessary File Roundup (#2315)

Spotted these two in #2309 .

Will most certainly conflict as well once it's merged, so I can wait a little on it.
This commit is contained in:
skull132
2017-05-24 02:55:30 +03:00
committed by GitHub
parent a65ad50f77
commit 266f8c1d7d
3 changed files with 0 additions and 254 deletions

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@@ -1,234 +0,0 @@
/* Two-handed Weapons
* Contains:
* Twohanded
* Fireaxe
* Double-Bladed Energy Swords
*/
/*##################################################################
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
####################################################################*/
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
//It also tidies stuff up elsewhere.
/*
* Twohanded
*/
/obj/item/weapon/material/twohanded
w_class = 4
var/wielded = 0
var/force_wielded = 0
var/force_unwielded
var/wieldsound = null
var/unwieldsound = null
var/base_icon
var/base_name
var/unwielded_force_divisor = 0.25
/obj/item/weapon/material/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[base_name]"
update_icon()
/obj/item/weapon/material/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[base_name] (Wielded)"
update_icon()
/obj/item/weapon/material/twohanded/update_force()
base_name = name
if(sharp || edge)
force_wielded = material.get_edge_damage()
else
force_wielded = material.get_blunt_damage()
force_wielded = round(force_wielded*force_divisor)
force_unwielded = round(force_wielded*unwielded_force_divisor)
force = force_unwielded
throwforce = round(force*thrown_force_divisor)
//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
/obj/item/weapon/material/twohanded/New()
..()
update_icon()
/obj/item/weapon/material/twohanded/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [base_name] first!</span>"
return 0
return ..()
/obj/item/weapon/material/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/material/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/weapon/material/twohanded/update_icon()
icon_state = "[base_icon][wielded]"
item_state = icon_state
/obj/item/weapon/material/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
..()
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.is_small)
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
else
return
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
if (src.unwieldsound)
playsound(src.loc, unwieldsound, 50, 1)
var/obj/item/weapon/material/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
else //Trying to wield it
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty</span>"
return
wield()
user << "<span class='notice'>You grab the [base_name] with both hands.</span>"
if (src.wieldsound)
playsound(src.loc, wieldsound, 50, 1)
var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[base_name] - offhand"
O.desc = "Your second grip on the [base_name]."
user.put_in_inactive_hand(O)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
return
///////////OFFHAND///////////////
/obj/item/weapon/material/twohanded/offhand
w_class = 5
icon_state = "offhand"
name = "offhand"
default_material = "placeholder"
/obj/item/weapon/material/twohanded/offhand/unwield()
qdel(src)
/obj/item/weapon/material/twohanded/offhand/wield()
qdel(src)
/obj/item/weapon/material/twohanded/offhand/update_icon()
return
/*
* Fireaxe
*/
/obj/item/weapon/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
base_icon = "fireaxe"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
unwielded_force_divisor = 0.25
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
sharp = 1
edge = 1
slot_flags = SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
applies_material_colour = 0
/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
..()
if(A && wielded)
if(istype(A,/obj/structure/window))
var/obj/structure/window/W = A
W.shatter()
<<<<<<< HEAD:code/game/objects/items/weapons/material/twohanded.dm
/*
=======
else if(istype(A,/obj/structure/grille))
qdel(A)
else if(istype(A,/obj/effect/plant))
var/obj/effect/plant/P = A
P.die_off()
qdel(A)
>>>>>>> 284d1cc1f5c67503fe0da89ce01985d73bb02038:code/game/objects/items/weapons/twohanded.dm
/*
* Double-Bladed Energy Swords - Cheridan
*/
// Not sure what to do with this one, it won't work nicely with the material system,
// but I don't want to copypaste all the twohanded procs..
/obj/item/weapon/material/twohanded/dualsaber
icon_state = "dualsaber0"
base_icon = "dualsaber"
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
force_wielded = 30
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
flags = NOSHIELD
origin_tech = "magnets=3;syndicate=4"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
edge = 1
applies_material_colour = 0
/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
..()
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
user << "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on the [src].</span>"
user.take_organ_damage(20,25)
return
if((wielded) && prob(50))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
user.set_dir(i)
sleep(1)
/obj/item/weapon/material/twohanded/dualsaber/IsShield()
if(wielded)
return 1
else
return 0
*/
//spears, bay edition
/obj/item/weapon/material/twohanded/spear
icon_state = "spearglass0"
base_icon = "spearglass"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
slot_flags = SLOT_BACK
force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
unwielded_force_divisor = 0.65 // 14 when unwielded based on above
thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
throw_speed = 3
edge = 1
sharp = 1
flags = NOSHIELD
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
default_material = "glass"

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/obj/machinery/disease2/biodestroyer
name = "Biohazard destroyer"
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposalbio"
var/list/accepts = list(/obj/item/clothing,/obj/item/weapon/virusdish/,/obj/item/weapon/cureimplanter,/obj/item/weapon/diseasedisk,/obj/item/weapon/reagent_containers)
density = 1
anchored = 1
/obj/machinery/disease2/biodestroyer/attackby(var/obj/I as obj, var/mob/user as mob)
for(var/path in accepts)
if(I.type in typesof(path))
user.drop_item()
qdel(I)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
return
user.drop_item()
I.loc = src.loc
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] <span class='notice'>The [src.name] beeps</span>", 2)