Removes Weapons (#7415)

* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
This commit is contained in:
Werner
2019-11-16 18:36:13 +01:00
committed by GitHub
parent 128ca2235b
commit af16a489a6
1123 changed files with 27193 additions and 27175 deletions

View File

@@ -6,7 +6,7 @@
/turf/simulated/floor/holofloor
thermal_conductivity = 0
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
/turf/simulated/floor/holofloor/attackby(obj/item/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
@@ -156,8 +156,8 @@
/obj/structure/window/reinforced/holowindow/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if (istype(W, /obj/item/grab) && get_dist(src,user)<2)
var/obj/item/grab/G = W
if(istype(G.affecting,/mob/living))
grab_smash_attack(G, HALLOSS)
return
@@ -195,12 +195,12 @@
/obj/machinery/door/window/holowindoor/Destroy()
return ..()
/obj/machinery/door/window/holowindoor/attackby(obj/item/weapon/I as obj, mob/user as mob)
/obj/machinery/door/window/holowindoor/attackby(obj/item/I as obj, mob/user as mob)
if (src.operating == 1)
return
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
if(src.density && istype(I, /obj/item) && !istype(I, /obj/item/card))
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [I].</span>")
@@ -233,16 +233,16 @@
/obj/structure/bed/chair/holochair/Destroy()
return ..()
/obj/structure/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/chair/holochair/attackby(obj/item/W as obj, mob/user as mob)
if(W.iswrench())
to_chat(user, ("<span class='notice'>It's a holochair, you can't dismantle it!</span>"))
return
/obj/item/weapon/holo
/obj/item/holo
damtype = HALLOSS
no_attack_log = 1
/obj/item/weapon/holo/esword
/obj/item/holo/esword
desc = "May the force be within you. Sorta."
icon_state = "sword0"
force = 3.0
@@ -254,15 +254,15 @@
var/active = 0
var/item_color
/obj/item/weapon/holo/esword/green
/obj/item/holo/esword/green
New()
item_color = "green"
/obj/item/weapon/holo/esword/red
/obj/item/holo/esword/red
New()
item_color = "red"
/obj/item/weapon/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
/obj/item/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(active && default_parry_check(user, attacker, damage_source) && prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
@@ -271,10 +271,10 @@
return 1
return 0
/obj/item/weapon/holo/esword/New()
/obj/item/holo/esword/New()
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
/obj/item/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
@@ -299,7 +299,7 @@
//BASKETBALL OBJECTS
/obj/item/weapon/beach_ball/holoball
/obj/item/beach_ball/holoball
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
name = "basketball"
@@ -317,9 +317,9 @@
density = 1
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
/obj/structure/holohoop/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/grab) && get_dist(src,user)<2)
var/obj/item/grab/G = W
if(G.state<2)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
@@ -364,7 +364,7 @@
to_chat(user, "The station AI is not to interact with these devices!")
return
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/machinery/readybutton/attackby(obj/item/W as obj, mob/user as mob)
to_chat(user, "The device is a solid button, there's nothing you can do with it!")
/obj/machinery/readybutton/attack_hand(mob/user as mob)