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Currently, only Preferences Verbs use subcategories. As a result, all other Verb tabs are only organized alphabetically, meaning that a single mechanic (ie. languages) has its governing Verbs scattered rather than grouped together. Verb organization by Tab handles broad organization - IC, OOC, Objects, etc.- highly effectively but requires the user to click-navigate to other Tabs to access any other verbs. Verb organization within a Tab can be handled by A.) subcategories and B.) Verb name prefixes (such as Earphones - *****). The first option is the clearest and cleanest, but consumes additional vertical space. The second option conserves vertical space at the cost of visual clarity. This PR attempts to reorganize Verbs by their Tabs, Subcategories, and prefixes with the following priorities in mind: - Minimal disruption; any radical change must be justified (don't move shit around just for the sake of moving shit around.) - Verbs which share common functions (such as Languages) should be grouped together. - Maintainability. Contributors should not need to memorize an excessively convoluted Subcategories list; Subcategories must be intuitive and simple. - Subcategories should be used judiciously when grouping Verbs to conserve vertical space. Example: Instead of creating a Subcategory for Emotes, just rename Audible Emote and Visual Emote to Emote (Audible) and Emote (Visual). - Subcategories should highlight uncommon or unusual verbs when reasonable. Example: There are several animal husbandry-related Verbs, and because most characters will not have access to those verbs regularly, we can be less conservative with space (because they'll be gone most of the time) for the sake of emphasizing their availability. This PR covers the IC, OOC, and Object Tabs. Subcategories: OOC.Chat (Chat functions) - AOOC - LOOC - Devsay (moved from Special Verbs) - Dsay (moved from Special Verbs) - OOC OOC.Debug (Fix shit) - Fit viewport - Fix chat - Refresh TGUI OOC.Round (Round information) - Check Gamemode Probability - Check Round Info - Custom Event Info - Vote IC.Antag (Antag verbs w/o their own tab) - Invite to the Loyalists - Invite to the Revolutionaries - Set Ambition IC.Critters (More critter stuff than you'd expect there to be) - Befriend Carp (Previous name 'Become Friends') - Befriend Cat (Previous name 'Become Friends') - Befriend Dog - Befriend Ives - Name Alien Species - Name Animal IC.Language (Language-related stuff) - Check Default Language - Check Known Languages - Set Default Language IC.Maneuver (Movement, positioning, etc.) - Adjust walk speed - Do Pushup - Face Direction - Look Down - Look Up - Move Downwards - Move Upwards - Rest Object.Equipped (Equipped object stuff, mostly for drip) - Adjust Badge - Adjust Bag Straps (Backpacks) - Adjust Goggles - Adjust Mask - Adjust Welding Goggles - Adjust Welding Mask - Change Glasses Layer - Change Pants Layer - Change Wrist Radio Layer - Change Wristwear Layer - Check Time - Flip Badge - Flip Belt - Flip Eyepatch - Flip Hat - Flip ID card (ID card) - Flip Radio (Clip-on radio) - Flip Wristwear - Fold Collar - Lock Antenna(e) - Point At Watch - Raise Shroud - Roll Up Cape Mantle - Roll Up/Down Jumpsuit - Roll Up/Down Sleeves - Switch Belt Layer - Switch ID Layer - Switch Lanyard Layer - Switch Shoe Layer - Toggle Aviators (Like a dozen variants) - Toggle Ceremonial Garment Lights - Toggle Coat Buttons - Toggle Coat Zipper - Toggle Hair Coverage (For hats helmets etc) - Toggle Hair Coverage (FOR BABY CARP!!!!!) - Toggle Helmet Camera - Toggle Hood - Toggle Lyodsuit Mask - Toggle Poncho Tail Coverage - Toggle Shirt Buttons - Toggle Suit Sensors - Toggle Visor (Pilot helmet) - Toggle Waistcoat Buttons - Transform Holoclothing - Voidsuit - Eject Suit Cooler - Voidsuit - Eject Tank - Voidsuit - Toggle Helmet Object.Held (If you're HOLDING it, its probably relevant to you rn) - Activate Held Object (Silicons; moved from IC) - Alter Beacon's Signal (Radio beacon) - Change Bite Size (Utensils) - Change Pen Colour - Choose Colour (Paint sprayer) - Choose Decal (Paint sprayer) - Choose Direction (Paint sprayer) - Choose Preset Colour (Paint sprayer) - Describe Prototype - Draw Boot Knife - Empty Bee Net - Empty Spray Bottle - Holster - Name Gun - Name Prototype - Plant Flag (Flags) - Print Plant Report - Remove Chopsticks - Remove Top - Set Detector High-Bound (Light meter) - Set Detector Low-Bound (Light meter) - Set Hailer Message (Hailer) - Set Timer (Timer igniter) - Set Valve Pressure (Pneumatic cannon) - Show Held Item - Spin Cylinder (Revolvers) - Switch Verbosity (Health analyzer) - Toggle Chainsaw Power (Chainsaw) - Toggle Flashlight Brightness (Flashlights) - Toggle Gun Safety - Toggle Hazard Vest - Toggle Pinpointer Mode (Pinpointer) - Toggle Mister (Backpack water tank. Goes into/out of hands) - Twist Cap - Use Scope - Wield Pick/Drill - Wield Two-Handed Weapon (Two-handed weapons) Object.Cards (I fucking hate cards!!!) - Deck - Deal - Deck - Draw - Deck - Pick - Hand - Pick - Turn Hand Into Deck Object.Earphones (Enough here to separate out) - Eject Music Cartridge - Change Volume - Next Song - Pause/Unpause - Play/Stop - Previous Song Object.Jetpack (This is probably really important to see quickly) - Toggle Jetpack - Toggle Jetpack Stabilization Object.Tape Recorder (Enough here to separate out) - Start Recording - Stop Recording - Clear Memory - Playback Memory - Print Transcript - Eject Portable Storage **IC tab example:** <img width="1061" height="277" alt="Screenshot 2025-08-09 101813" src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26" /> **Objects tab example:** <img width="1100" height="472" alt="Screenshot 2025-08-09 101807" src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760" />
712 lines
22 KiB
Plaintext
712 lines
22 KiB
Plaintext
/* Two-handed Weapons
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* Contains:
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* * Twohanded
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* * Fireaxe
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* * Double-Bladed Energy Swords
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*/
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/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/*
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* Twohanded
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*/
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/obj/item/material/twohanded
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w_class = WEIGHT_CLASS_BULKY
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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var/wield_sound = /singleton/sound_category/generic_wield_sound
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var/unwield_sound = null
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var/base_name
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var/unwielded_force_divisor = 0.25
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var/parry_chance = 15
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action_button_name = "Wield two-handed weapon"
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icon = 'icons/obj/weapons.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/weapons/lefthand_twohanded.dmi',
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slot_r_hand_str = 'icons/mob/items/weapons/righthand_twohanded.dmi'
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)
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = /singleton/sound_category/sword_pickup_sound
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equip_sound = /singleton/sound_category/sword_equip_sound
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/material/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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update_icon()
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if(src.wield_sound)
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playsound(src.loc, wield_sound, 25, 1)
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/obj/item/material/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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if(src.unwield_sound)
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playsound(src.loc, unwield_sound, 25, 1)
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/obj/item/material/twohanded/update_force()
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base_name = name
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if(sharp || edge)
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force_wielded = material.get_edge_damage()
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else
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force_wielded = material.get_blunt_damage()
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force_wielded = round(force_wielded*force_divisor)
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force_unwielded = round(force_wielded*unwielded_force_divisor)
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force = force_unwielded
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throwforce = round(force*thrown_force_divisor)
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/obj/item/material/twohanded/Initialize(newloc, material_key)
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. = ..()
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update_icon()
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/obj/item/material/twohanded/mob_can_equip(var/mob/user, slot, disable_warning = FALSE)
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if(wielded)
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unwield()
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var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return ..()
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/obj/item/material/twohanded/can_swap_hands(mob/user)
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if(wielded)
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unwield()
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var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return ..()
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/obj/item/material/twohanded/dropped(mob/user)
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. = ..()
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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if(user)
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var/obj/item/material/twohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return unwield()
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//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
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/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")
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if(wielded && default_parry_check(user, attacker, damage_source) && prob(parry_chance))
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user.visible_message(SPAN_DANGER("\The [user] parries [attack_text] with \the [src]!"))
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playsound(user.loc, /singleton/sound_category/punchmiss_sound, 50, 1)
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return BULLET_ACT_BLOCK
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return BULLET_ACT_HIT
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/obj/item/material/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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/obj/item/material/twohanded/pickup(mob/user)
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..()
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unwield()
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/obj/item/material/twohanded/attack_self(mob/user as mob)
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..()
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(issmall(H))
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to_chat(user, SPAN_WARNING("It's too heavy for you to wield fully."))
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return
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else
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return
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if(!istype(user.get_active_hand(), src))
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to_chat(user, SPAN_WARNING("You need to be holding the [name] in your active hand."))
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return
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if(wielded) //Trying to unwield it
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unwield()
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to_chat(user, SPAN_NOTICE("You are now carrying the [name] with one hand."))
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var/obj/item/material/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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user.u_equip(O)
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O.unwield()
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else //Trying to wield it
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var/obj/item/offhand_item = user.get_inactive_hand()
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if(offhand_item)
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user.unEquip(offhand_item, FALSE, user.loc)
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if(user.get_inactive_hand())
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to_chat(user, SPAN_WARNING("You need your other hand to be empty."))
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return
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wield()
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to_chat(user, SPAN_NOTICE("You grip the [base_name] with both hands."))
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var/obj/item/material/twohanded/offhand/O = new /obj/item/material/twohanded/offhand(user) ////Let's reserve his other hand~
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O.name = "[base_name] - offhand"
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O.desc = "Your second grip on the [base_name]."
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user.put_in_inactive_hand(O)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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return
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/obj/item/material/twohanded/ui_action_click()
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if(src in usr)
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attack_self(usr)
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/obj/item/material/twohanded/verb/wield_twohanded()
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set name = "Wield Two-Handed Weapon"
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set category = "Object.Held"
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set src in usr
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attack_self(usr)
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///////////OFFHAND///////////////
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/obj/item/material/twohanded/offhand
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w_class = WEIGHT_CLASS_HUGE
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icon_state = "offhand"
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name = "offhand"
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default_material = "placeholder"
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drop_sound = null
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pickup_sound = null
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equip_sound = null
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use_material_sound = FALSE
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/obj/item/material/twohanded/offhand/unwield()
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if (ismob(loc))
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var/mob/living/our_mob = loc
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our_mob.remove_from_mob(src)
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qdel(src)
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/obj/item/material/twohanded/offhand/wield()
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if (ismob(loc))
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var/mob/living/our_mob = loc
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our_mob.remove_from_mob(src)
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qdel(src)
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/obj/item/material/twohanded/offhand/update_icon()
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return
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/*
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* Fireaxe
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*/
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/obj/item/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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base_icon = "fireaxe"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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unwielded_force_divisor = 0.25
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force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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sharp = 1
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edge = TRUE
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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force_wielded = 30
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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can_embed = 0
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use_material_sound = FALSE
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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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worth_multiplier = 31
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/obj/item/material/twohanded/fireaxe/afterattack(atom/A, mob/user, proximity)
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if(!proximity) return
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..()
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if(A && wielded)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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else if(istype(A,/obj/structure/grille))
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qdel(A)
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else if(istype(A,/obj/effect/plant))
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var/obj/effect/plant/P = A
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P.die_off()
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/obj/item/material/twohanded/fireaxe/pre_attack(var/mob/living/target, var/mob/living/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN * 1.5)
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if(istype(target) && wielded)
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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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base_icon = "spearglass"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 15
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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force_divisor = 0.35 // 21 damage for steel (hardness 60)
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unwielded_force_divisor = 0.2 // 12 damage for steel (hardness 60)
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thrown_force_divisor = 1.2 // 24 damage for steel (weight 20)
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edge = TRUE
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sharp = 0
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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default_material = "glass"
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var/obj/item/grenade/explosive = null
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use_material_sound = FALSE
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worth_multiplier = 7 //blade + stuff
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/obj/item/material/twohanded/spear/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(!explosive)
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. += "You can strap a grenade of any type to head of this spear, which will explode on thrown impact."
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. += "You can impale a severed head on a spear, if you're into that sort of thing. Most people don't like this."
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/obj/item/material/twohanded/spear/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(explosive)
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. += SPAN_ALERT("It has \the [explosive] strapped to it.")
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/obj/item/material/twohanded/spear/Destroy()
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if(explosive)
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QDEL_NULL(explosive)
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return ..()
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/obj/item/material/twohanded/spear/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/organ/external/head))
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to_chat(user, SPAN_NOTICE("You stick the head onto the spear and stand it upright on the ground."))
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var/obj/structure/headspear/HS = new /obj/structure/headspear(user.loc)
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var/matrix/M = matrix()
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attacking_item.transform = M
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usr.drop_from_inventory(attacking_item, HS)
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var/mutable_appearance/MA = new(attacking_item)
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MA.layer = FLOAT_LAYER
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HS.AddOverlays(MA)
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HS.name = "[attacking_item.name] on a spear"
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HS.material = material.name
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qdel(src)
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return
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if(istype(attacking_item, /obj/item/grenade))
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to_chat(user, SPAN_NOTICE("You strap \the [attacking_item] to \the [src]."))
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user.unEquip(attacking_item)
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attacking_item.forceMove(src)
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explosive = attacking_item
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update_icon()
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return
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return ..()
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/obj/item/material/twohanded/spear/update_icon()
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if(explosive)
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icon_state = "spearbomb[wielded]"
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item_state = "spearbomb[wielded]"
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else
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icon_state = "spearglass[wielded]"
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item_state = "spearglass[wielded]"
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/obj/item/material/twohanded/spear/attack(mob/living/target_mob, mob/living/user, target_zone)
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..()
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if(wielded && explosive)
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explosive.prime()
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explosive = null
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update_icon()
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src.shatter()
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/obj/item/material/twohanded/spear/throw_impact(atom/hit_atom)
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. = ..()
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if(!.) //not caught
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if(explosive)
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explosive.prime()
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explosive = null
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update_icon()
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src.shatter()
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//predefined materials for spears
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/obj/item/material/twohanded/spear/steel/Initialize(newloc, material_key)
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. = ..(newloc, MATERIAL_STEEL)
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/obj/item/material/twohanded/spear/plasteel/Initialize(newloc, material_key)
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. = ..(newloc, MATERIAL_PLASTEEL)
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/obj/item/material/twohanded/spear/diamond/Initialize(newloc, material_key)
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. = ..(newloc, MATERIAL_DIAMOND)
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/obj/item/material/twohanded/spear/silver/Initialize(newloc, material_key)
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. = ..(newloc, MATERIAL_SILVER)
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/obj/structure/headspear
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name = "head on a spear"
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desc = "How barbaric."
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icon_state = "headspear"
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density = 0
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anchored = 1
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/obj/structure/headspear/attack_hand(mob/living/user)
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user.visible_message(SPAN_WARNING("[user] kicks over \the [src]!"), SPAN_DANGER("You kick down \the [src]!"))
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new /obj/item/material/twohanded/spear(user.loc, material)
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for(var/obj/item/organ/external/head/H in src)
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H.forceMove(user.loc)
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qdel(src)
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// Chainsaws!
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/obj/item/material/twohanded/chainsaw
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name = "chainsaw"
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desc = "A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on stations."
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icon_state = "chainsaw_off"
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base_icon = "chainsaw_off"
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obj_flags = OBJ_FLAG_CONDUCTABLE
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force = 15
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force_unwielded = 10
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force_wielded = 20
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throwforce = 5
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w_class = WEIGHT_CLASS_BULKY
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sharp = TRUE
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edge = TRUE
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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/mechanics_hints(mob/user, distance, is_adjacent)
|
|
. += ..()
|
|
. += "ALT-click on this in-hand to rev it and toggle it on or off."
|
|
|
|
/obj/item/material/twohanded/chainsaw/feedback_hints(mob/user, distance, is_adjacent)
|
|
. += ..()
|
|
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/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/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 Chainsaw Power"
|
|
set category = "Object.Held"
|
|
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.Held"
|
|
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_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)
|