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Aurora.3/code/game/objects/items/weapons/material/twohanded.dm
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/* 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/material/twohanded
w_class = WEIGHT_CLASS_BULKY
var/wielded = 0
var/force_wielded = 0
var/force_unwielded
var/wield_sound = /singleton/sound_category/generic_wield_sound
var/unwield_sound = null
var/base_name
var/unwielded_force_divisor = 0.25
var/parry_chance = 15
action_button_name = "Wield two-handed weapon"
icon = 'icons/obj/weapons.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/weapons/lefthand_twohanded.dmi',
slot_r_hand_str = 'icons/mob/items/weapons/righthand_twohanded.dmi'
)
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = /singleton/sound_category/sword_pickup_sound
equip_sound = /singleton/sound_category/sword_equip_sound
hitsound = 'sound/weapons/bladeslice.ogg'
/obj/item/material/twohanded/proc/wield()
wielded = 1
force = force_wielded
update_icon()
if(src.wield_sound)
playsound(src.loc, wield_sound, 25, 1)
/obj/item/material/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[base_name]"
update_icon()
if(src.unwield_sound)
playsound(src.loc, unwield_sound, 25, 1)
/obj/item/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)
/obj/item/material/twohanded/Initialize(newloc, material_key)
. = ..()
update_icon()
/obj/item/material/twohanded/mob_can_equip(var/mob/user, slot, disable_warning = FALSE)
if(wielded)
unwield()
var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return ..()
/obj/item/material/twohanded/can_swap_hands(mob/user)
if(wielded)
unwield()
var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return ..()
/obj/item/material/twohanded/dropped(mob/user)
. = ..()
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/material/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
/obj/item/material/twohanded/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(wielded && default_parry_check(user, attacker, damage_source) && prob(parry_chance))
user.visible_message(SPAN_DANGER("\The [user] parries [attack_text] with \the [src]!"))
playsound(user.loc, /singleton/sound_category/punchmiss_sound, 50, 1)
return BULLET_ACT_BLOCK
return BULLET_ACT_HIT
/obj/item/material/twohanded/update_icon()
icon_state = "[base_icon][wielded]"
item_state = icon_state
/obj/item/material/twohanded/pickup(mob/user)
..()
unwield()
/obj/item/material/twohanded/attack_self(mob/user as mob)
..()
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(issmall(H))
to_chat(user, SPAN_WARNING("It's too heavy for you to wield fully."))
return
else
return
if(!istype(user.get_active_hand(), src))
to_chat(user, SPAN_WARNING("You need to be holding the [name] in your active hand."))
return
if(wielded) //Trying to unwield it
unwield()
to_chat(user, SPAN_NOTICE("You are now carrying the [name] with one hand."))
var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
user.u_equip(O)
O.unwield()
else //Trying to wield it
var/obj/item/offhand_item = user.get_inactive_hand()
if(offhand_item)
user.unEquip(offhand_item, FALSE, user.loc)
if(user.get_inactive_hand())
to_chat(user, SPAN_WARNING("You need your other hand to be empty."))
return
wield()
to_chat(user, SPAN_NOTICE("You grip the [base_name] with both hands."))
var/obj/item/material/twohanded/offhand/O = new /obj/item/material/twohanded/offhand(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
/obj/item/material/twohanded/ui_action_click()
if(src in usr)
attack_self(usr)
/obj/item/material/twohanded/verb/wield_twohanded()
set name = "Wield two-handed weapon"
set category = "Object"
set src in usr
attack_self(usr)
///////////OFFHAND///////////////
/obj/item/material/twohanded/offhand
w_class = WEIGHT_CLASS_HUGE
icon_state = "offhand"
name = "offhand"
default_material = "placeholder"
drop_sound = null
pickup_sound = null
equip_sound = null
use_material_sound = FALSE
/obj/item/material/twohanded/offhand/unwield()
if (ismob(loc))
var/mob/living/our_mob = loc
our_mob.remove_from_mob(src)
qdel(src)
/obj/item/material/twohanded/offhand/wield()
if (ismob(loc))
var/mob/living/our_mob = loc
our_mob.remove_from_mob(src)
qdel(src)
/obj/item/material/twohanded/offhand/update_icon()
return
/*
* Fireaxe
*/
/obj/item/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 = TRUE
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_wielded = 30
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
applies_material_colour = 0
can_embed = 0
use_material_sound = FALSE
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
worth_multiplier = 31
/obj/item/material/twohanded/fireaxe/afterattack(atom/A, mob/user, proximity)
if(!proximity) return
..()
if(A && wielded)
if(istype(A,/obj/structure/window))
var/obj/structure/window/W = A
W.shatter()
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()
/obj/item/material/twohanded/fireaxe/pre_attack(var/mob/living/target, var/mob/living/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN * 1.5)
if(istype(target) && wielded)
cleave(user, target)
..()
/obj/item/material/twohanded/fireaxe/can_woodcut()
return TRUE
//spears, bay edition
/obj/item/material/twohanded/spear
icon_state = "spearglass0"
base_icon = "spearglass"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 15
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_divisor = 0.35 // 21 damage for steel (hardness 60)
unwielded_force_divisor = 0.2 // 12 damage for steel (hardness 60)
thrown_force_divisor = 1.2 // 24 damage for steel (weight 20)
edge = TRUE
sharp = 0
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
default_material = "glass"
var/obj/item/grenade/explosive = null
use_material_sound = FALSE
worth_multiplier = 7 //blade + stuff
/obj/item/material/twohanded/spear/Destroy()
if(explosive)
QDEL_NULL(explosive)
return ..()
/obj/item/material/twohanded/spear/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(explosive)
. += "It has \the [explosive] strapped to it."
/obj/item/material/twohanded/spear/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/organ/external/head))
to_chat(user, SPAN_NOTICE("You stick the head onto the spear and stand it upright on the ground."))
var/obj/structure/headspear/HS = new /obj/structure/headspear(user.loc)
var/matrix/M = matrix()
attacking_item.transform = M
usr.drop_from_inventory(attacking_item, HS)
var/mutable_appearance/MA = new(attacking_item)
MA.layer = FLOAT_LAYER
HS.AddOverlays(MA)
HS.name = "[attacking_item.name] on a spear"
HS.material = material.name
qdel(src)
return
if(istype(attacking_item, /obj/item/grenade))
to_chat(user, SPAN_NOTICE("You strap \the [attacking_item] to \the [src]."))
user.unEquip(attacking_item)
attacking_item.forceMove(src)
explosive = attacking_item
update_icon()
return
return ..()
/obj/item/material/twohanded/spear/update_icon()
if(explosive)
icon_state = "spearbomb[wielded]"
item_state = "spearbomb[wielded]"
else
icon_state = "spearglass[wielded]"
item_state = "spearglass[wielded]"
/obj/item/material/twohanded/spear/attack(mob/living/target_mob, mob/living/user, target_zone)
..()
if(wielded && explosive)
explosive.prime()
explosive = null
update_icon()
src.shatter()
/obj/item/material/twohanded/spear/throw_impact(atom/hit_atom)
. = ..()
if(!.) //not caught
if(explosive)
explosive.prime()
explosive = null
update_icon()
src.shatter()
//predefined materials for spears
/obj/item/material/twohanded/spear/steel/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_STEEL)
/obj/item/material/twohanded/spear/plasteel/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_PLASTEEL)
/obj/item/material/twohanded/spear/diamond/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_DIAMOND)
/obj/item/material/twohanded/spear/silver/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_SILVER)
/obj/structure/headspear
name = "head on a spear"
desc = "How barbaric."
icon_state = "headspear"
density = 0
anchored = 1
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message(SPAN_WARNING("[user] kicks over \the [src]!"), SPAN_DANGER("You kick down \the [src]!"))
new /obj/item/material/twohanded/spear(user.loc, material)
for(var/obj/item/organ/external/head/H in src)
H.forceMove(user.loc)
qdel(src)
// Chainsaws!
/obj/item/material/twohanded/chainsaw
name = "chainsaw"
desc = "A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station."
icon_state = "chainsaw_off"
base_icon = "chainsaw_off"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 15
force_unwielded = 10
force_wielded = 20
throwforce = 5
w_class = WEIGHT_CLASS_BULKY
sharp = TRUE
edge = TRUE
origin_tech = list(TECH_COMBAT = 5)
attack_verb = list("chopped", "sliced", "shredded", "slashed", "cut", "ripped")
can_embed = FALSE
applies_material_colour = FALSE
default_material = "steel"
parry_chance = 5
var/fuel_type = /singleton/reagent/fuel
var/opendelay = 30 // How long it takes to perform a door opening action with this chainsaw, in seconds.
var/max_fuel = 300 // The maximum amount of fuel the chainsaw stores.
var/fuel_cost = 1 // Multiplier for fuel cost.
var/cutting = FALSE //Ignore
var/powered = FALSE //Ignore
use_material_sound = FALSE
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/material/twohanded/chainsaw/Initialize()
. = ..()
create_reagents(max_fuel)
/obj/item/material/twohanded/chainsaw/fueled/Initialize()
. = ..()
reagents.add_reagent(fuel_type, max_fuel)
/obj/item/material/twohanded/chainsaw/can_woodcut()
if(powered)
return TRUE
else
return ..()
/obj/item/material/twohanded/chainsaw/op //For events or whatever
opendelay = 5
max_fuel = 1000
fuel_cost = 0.5
unbreakable = TRUE
parry_chance = 100 //Gotta punish those validhunters
default_material = "plasteel"
/obj/item/material/twohanded/chainsaw/op/Initialize()
. = ..()
reagents.add_reagent(fuel_type, max_fuel)
/obj/item/material/twohanded/chainsaw/proc/PowerUp()
var/turf/T = get_turf(src)
T.audible_message(SPAN_NOTICE("\The [src] rumbles to life."))
playsound(src, 'sound/weapons/saw/chainsawstart.ogg', 25, 0, 30)
force_unwielded = 30
force = force_unwielded
force_wielded = 60
if(wielded)
force = force_wielded
throwforce = 20
icon_state = "chainsaw_on"
base_icon = "chainsaw_on"
slot_flags = null
START_PROCESSING(SSfast_process, src)
powered = TRUE
update_held_icon()
/obj/item/material/twohanded/chainsaw/proc/PowerDown()
var/turf/T = get_turf(src)
T.audible_message(SPAN_NOTICE("\The [src] slowly powers down."))
force_unwielded = initial(force_unwielded)
force = force_unwielded
force_wielded = initial(force_wielded)
if(wielded)
force = force_wielded
throwforce = initial(throwforce)
hitsound = initial(hitsound)
icon_state = initial(icon_state)
base_icon = initial(base_icon)
slot_flags = initial(slot_flags)
STOP_PROCESSING(SSfast_process, src)
powered = FALSE
update_held_icon()
/obj/item/material/twohanded/chainsaw/shatter(var/consumed)
var/turf/T = get_turf(src)
new /obj/effect/decal/cleanable/blood/oil(T)
new /obj/effect/decal/cleanable/liquid_fuel(T)
new /obj/item/trash/uselessplastic(T)
. = ..()
/obj/item/material/twohanded/chainsaw/Destroy()
STOP_PROCESSING(SSfast_process, src)
return ..()
/obj/item/material/twohanded/chainsaw/proc/RemoveFuel(var/amount = 1)
if(reagents && istype(reagents))
amount *= fuel_cost
reagents.remove_reagent(fuel_type, clamp(amount,0,REAGENT_VOLUME(reagents, fuel_type)))
if(REAGENT_VOLUME(reagents, fuel_type) <= 0)
PowerDown()
else
PowerDown()
/obj/item/material/twohanded/chainsaw/process()
//TickRate is 0.1
var/FuelToRemove = 0.1 //0.1 Every 0.1 seconds
if(cutting)
FuelToRemove = 1
playsound(loc, 'sound/weapons/saw/chainsawloop2.ogg', 25, 0, 30)
if(prob(75))
spark(src, 3, GLOB.alldirs)
if(prob(25) && isliving(loc))
if(loc.flash_act())
to_chat(loc, SPAN_DANGER("Some stray sparks fly into your eyes!"))
else
playsound(loc, 'sound/weapons/saw/chainsawloop1.ogg', 25, 0, 30)
RemoveFuel(FuelToRemove)
/obj/item/material/twohanded/chainsaw/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(distance <= 1)
. += "A heavy-duty chainsaw meant for cutting wood. Contains <b>[round(REAGENT_VOLUME(reagents, fuel_type))]</b> unit\s of fuel."
if(powered)
. += SPAN_NOTICE("It is currently powered on.")
/obj/item/material/twohanded/chainsaw/attack(mob/living/target_mob, mob/living/user, target_zone)
. = ..()
if(powered)
playsound(loc, 'sound/weapons/saw/chainsword.ogg', 25, 0, 30)
RemoveFuel(3)
/obj/item/material/twohanded/chainsaw/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !powered)
O.reagents.trans_to_obj(src, max_fuel)
to_chat(user, SPAN_NOTICE("You refuel \the [src]."))
playsound(loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if(powered)
if(!istype(O))
user.visible_message(SPAN_DANGER("[user] revs the chainsaw!"), SPAN_WARNING("You rev the chainsaw!"), SPAN_WARNING("You hear a chainsaw rev!"))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, 'sound/weapons/saw/chainsword.ogg', 25, 0, 30)
RemoveFuel(3)
. = ..()
/obj/item/material/twohanded/chainsaw/AltClick(mob/user)
if(powered)
PowerDown(user)
else if(!wielded)
to_chat(user, SPAN_WARNING("You need to hold this with two hands to turn this on."))
else if(REAGENT_VOLUME(reagents, /singleton/reagent/fuel) <= 0)
user.visible_message(SPAN_WARNING("[user] pulls the cord on \the [src], but nothing happens."), SPAN_WARNING("You pull the cord on \the [src], but nothing happens."), SPAN_NOTICE("You hear a cord being pulled."))
else
var/max = rand(3,6)
for(var/i in 1 to max)
user.visible_message(SPAN_WARNING("[user] pulls the cord on \the [src]..."), SPAN_NOTICE("You pull the cord on \the [src]..."), SPAN_NOTICE("You hear a cord being pulled and an engine sputtering..."))
if(i == max)
PowerUp(user)
else
playsound(loc, 'sound/weapons/saw/chainsawpull.ogg', 50, 0, 15)
if(!do_after(user, 2 SECONDS))
break
/obj/item/material/twohanded/chainsaw/pre_attack(var/mob/living/target, var/mob/living/user)
if(istype(target) && wielded && powered)
cleave(user, target)
..()
/obj/item/material/twohanded/chainsaw/update_icon()
// Just an override.
/obj/item/material/twohanded/chainsaw/verb/toggle_power()
set name = "Toggle power"
set category = "Object"
set src in usr
AltClick(usr)
/obj/item/material/twohanded/pike
icon_state = "pike0"
base_icon = "pike"
name = "pike"
desc = "A long spear used by the infantry in ancient times."
force = 11
unwielded_force_divisor = 0.2
force_divisor = 0.3
edge = TRUE
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
attack_verb = list("attacked", "poked", "jabbed", "gored", "stabbed")
default_material = "steel"
reach = 2
applies_material_colour = 0
can_embed = 0
use_material_sound = FALSE
drop_sound = 'sound/items/drop/woodweapon.ogg'
pickup_sound = 'sound/items/pickup/woodweapon.ogg'
worth_multiplier = 20
/obj/item/material/twohanded/pike/halberd
icon_state = "halberd0"
base_icon = "halberd"
name = "halberd"
desc = "A sharp axe mounted on the top of a long spear."
force = 15
unwielded_force_divisor = 0.4
force_divisor = 0.6
sharp = 1
attack_verb = list("attacked", "poked", "jabbed","gored", "chopped", "cleaved", "torn", "cut", "stabbed")
worth_multiplier = 30
/obj/item/material/twohanded/pike/halberd/can_woodcut()
if(wielded)
return TRUE
else
return ..()
/obj/item/material/twohanded/pike/pitchfork
icon_state = "pitchfork0"
base_icon = "pitchfork"
name = "pitchfork"
desc = "An old farming tool, not something you would find at hydroponics."
worth_multiplier = 10
/obj/item/material/twohanded/pike/flag
name = "republic of biesel flag"
desc = "For the republic!"
icon_state = "flag_biesel0"
base_icon = "flag_biesel"
default_material = "bronze"
can_embed = 1
use_material_name = FALSE
unbreakable = TRUE
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
action_button_name = "Plant Flag"
var/planted = FALSE
/obj/item/material/twohanded/pike/flag/verb/plant()
set name = "Plant Flag"
set category = "Object"
set src in usr
if(ishuman(usr))
var/mob/living/user = usr
user.drop_from_inventory(src)
icon_state = "[base_icon]_planted"
anchored = TRUE
planted = TRUE
pixel_x = 16
pixel_y = 4
user.visible_message(SPAN_DANGER("[user] plants [src] proudly into the ground!"), SPAN_DANGER("You plant [src] proudly into the ground!"))
/obj/item/material/twohanded/pike/flag/attack_hand(var/mob/user)
if(planted)
icon_state = initial(icon_state)
planted = FALSE
anchored = FALSE
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
user.visible_message(SPAN_NOTICE("[user] grabs [src]."), SPAN_NOTICE("You grab [src] from where it stands."))
..()
else
..()
/obj/item/material/twohanded/pike/flag/ui_action_click()
plant()
/obj/item/material/twohanded/pike/flag/hegemony
name = "izweski hegemony flag"
desc = "For the Hegemon!"
desc_info = "This is a flagpole with an energy axe attached to it. Sheer strength and stubborness overcomes the unwieldiness."
desc_extended = "\"Honor, Fire, Burn thy Fear\" - the famous motto of the Izweski, the clan that leads the largest nation of Unathi."
icon = 'icons/obj/unathi_items.dmi'
icon_state = "flag_hegemony0"
base_icon = "flag_hegemony"
contained_sprite = TRUE
damtype = DAMAGE_BURN
/obj/item/material/twohanded/pike/silver/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_SILVER)
/obj/item/material/twohanded/zweihander
icon_state = "zweihander0"
base_icon = "zweihander"
name = "zweihander"
desc = "A german upgrade to the einhander models of ancient times."
force = 25
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_wielded = 30
unwielded_force_divisor = 1
thrown_force_divisor = 0.75
edge = TRUE
sharp = 1
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
default_material = "steel"
parry_chance = 60
can_embed = 0
worth_multiplier = 35
var/wielded_ap = 40
var/unwielded_ap = 0
/obj/item/material/twohanded/zweihander/pre_attack(var/mob/living/target, var/mob/living/user)
if(!wielded && istype(target))
cleave(user, target)
..()
/obj/item/material/twohanded/zweihander/unwield()
..()
reach = 1
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
armor_penetration = unwielded_ap
/obj/item/material/twohanded/zweihander/wield()
..()
reach = 2
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
armor_penetration = wielded_ap
/obj/item/material/twohanded/pike/halberd/warscythe
name = "war scythe"
desc = "An ancient Unathi weapon, this heavy polearm was frequently wielded by cavalry forces of pre-Hegemony kingdoms."
icon = 'icons/obj/unathi_ruins.dmi'
icon_state = "warspike0"
base_icon = "warspike"
contained_sprite = TRUE
applies_material_colour = FALSE
/obj/item/material/twohanded/pike/halberd/warscythe/bronze/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_BRONZE)
/obj/item/material/twohanded/pike/mador_trident
name = "ancient trident"
desc = "An ancient weapon, this three-pointed polearm was often wielded by the ancient Sinta'Mador civilization of Moghes."
icon = 'icons/obj/unathi_ruins.dmi'
icon_state = "mador_trident0"
base_icon = "mador_trident"
contained_sprite = TRUE
applies_material_colour = FALSE
/obj/item/material/twohanded/pike/mador_trident/bronze/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_BRONZE)