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Adds woodcutting mechanics (#15906)
* we out there cutting * Fix * changelog * more wood cutting * stump * cool icons * suggestions * the log
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@@ -45,6 +45,9 @@
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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/obj/item/material/hatchet/can_woodcut()
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return TRUE
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/obj/item/material/hatchet/butch
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name = "butcher's cleaver"
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icon = 'icons/obj/kitchen.dmi'
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@@ -59,6 +62,9 @@
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slot_flags = SLOT_BELT
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attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/material/hatchet/butch/can_woodcut()
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return FALSE
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/obj/item/material/hatchet/unathiknife
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name = "duelling knife"
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desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
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@@ -70,6 +76,9 @@
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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/obj/item/material/hatchet/unathiknife/can_woodcut()
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return FALSE
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/obj/item/material/hatchet/machete
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name = "machete"
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desc = "A long, sturdy blade with a rugged handle. Leading the way to cursed treasures since before space travel."
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@@ -92,7 +101,7 @@
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/obj/item/material/hatchet/machete/Initialize()
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. = ..()
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if(build_from_parts)
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if(build_from_parts)
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var/image/I = image(icon, icon_state = "machete_handle")
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I.color = pick(COLOR_BLUE, COLOR_RED, COLOR_CYAN, COLOR_BLACK, COLOR_AMBER, COLOR_GREEN, COLOR_OLIVE, COLOR_GUNMETAL, COLOR_DARK_BLUE_GRAY)
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add_overlay(I)
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@@ -112,6 +121,12 @@
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icon_state = "machetedx"
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build_from_parts = FALSE
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/obj/item/material/hatchet/lumber
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name = "woodcutting hatchet"
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desc = "Made from the very things you cut down."
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icon_state = "axe"
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item_state = "axe"
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/obj/item/material/hook
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name = "meat hook"
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desc = "A sharp, metal hook that sticks into things."
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@@ -119,6 +119,9 @@
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cleave(user, target)
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..()
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/obj/item/material/sword/axe/can_woodcut()
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return TRUE
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/obj/item/material/sword/khopesh
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name = "khopesh"
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desc = "An ancient sword shapped like a sickle."
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@@ -228,6 +228,9 @@
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cleave(user, target)
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..()
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/obj/item/material/twohanded/fireaxe/can_woodcut()
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return TRUE
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//spears, bay edition
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/obj/item/material/twohanded/spear
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icon_state = "spearglass0"
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@@ -374,6 +377,12 @@
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. = ..()
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reagents.add_reagent(fuel_type, max_fuel)
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/obj/item/material/twohanded/chainsaw/can_woodcut()
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if(powered)
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return TRUE
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else
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return ..()
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/obj/item/material/twohanded/chainsaw/op //For events or whatever
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opendelay = 5
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max_fuel = 1000
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@@ -547,6 +556,12 @@
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sharp = 1
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attack_verb = list("attacked", "poked", "jabbed","gored", "chopped", "cleaved", "torn", "cut", "stabbed")
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/obj/item/material/twohanded/pike/halberd/can_woodcut()
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if(wielded)
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return TRUE
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else
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return ..()
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/obj/item/material/twohanded/pike/pitchfork
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icon_state = "pitchfork0"
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base_icon = "pitchfork"
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@@ -137,7 +137,7 @@
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active_force = 40
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active_throwforce = 60
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active_w_class = ITEMSIZE_HUGE
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armor_penetration = 20
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armor_penetration = 20
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throw_speed = 5
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throw_range = 10
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w_class = ITEMSIZE_HUGE
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@@ -210,6 +210,12 @@
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icon_state = initial(icon_state)
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to_chat(user, "<span class='notice'>\The [src] is de-energised. It's just a regular axe now.</span>")
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/obj/item/melee/energy/axe/can_woodcut()
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if(active)
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return TRUE
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else
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return FALSE
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/*
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* Energy Sword
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*/
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