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Aurora.3/code/game/objects/items/weapons/material/material_weapons.dm
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/obj/item/weapon/material
health = 10
hitsound = 'sound/weapons/bladeslice.ogg'
gender = NEUTER
var/unbreakable
var/damage_divisor = 0.5
var/default_material = DEFAULT_WALL_MATERIAL
var/material/material
/obj/item/weapon/material/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
set_material(material_key)
/obj/item/weapon/material/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
if(!material)
qdel(src)
else
name = "[material.display_name] bat"
health = round(material.integrity/10)
force = round(material.get_blunt_damage()*damage_divisor)
color = material.icon_colour
if(material.products_need_process())
processing_objects |= src
/obj/item/weapon/material/Destroy()
processing_objects -= src
..()
/obj/item/weapon/material/attack()
if(!..())
return
if(!unbreakable)
if(!prob(material.hardness))
health--
if(health<=0)
shatter()
/obj/item/weapon/material/proc/shatter()
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] shatters!</span>")
if(istype(loc, /mob/living))
var/mob/living/M = loc
M.drop_from_inventory(src)
playsound(src, "shatter", 70, 1)
new material.shard_type(T)
qdel(src)
/obj/item/weapon/material/process()
if(!material.radioactivity)
return
for(var/mob/living/L in range(1,src))
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)