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Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more. Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus. Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes. Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder. Removes the nuke op leader's Krav Maga gloves. Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent. Moves pistol sprites a bit up to center them.
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@@ -163,3 +163,75 @@
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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sharpness = SHARP_EDGED
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/obj/item/trench_tool
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name = "entrenching tool"
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desc = "The multi-purpose tool you always needed."
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icon = 'icons/obj/mining.dmi'
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icon_state = "trench_tool"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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flags_1 = CONDUCT_1
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force = 15
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throwforce = 6
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_WRENCH
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toolspeed = 0.75
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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wound_bonus = 10
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/obj/item/trench_tool/examine(mob/user)
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. = ..()
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. += span_notice("It functions as a [tool_behaviour] tool.")
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/obj/item/trench_tool/attack_self(mob/user, modifiers)
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. = ..()
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if(!user)
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return
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var/list/tool_list = list(
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"Wrench" = image(icon = icon, icon_state = "trench_tool"),
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"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
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"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
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)
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var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user) || !tool_result)
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return
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switch(tool_result)
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if("Wrench")
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icon_state = "trench_tool"
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tool_behaviour = TOOL_WRENCH
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sharpness = NONE
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toolspeed = 0.75
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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if("Shovel")
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icon_state = "trench_tool_shovel"
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tool_behaviour = TOOL_SHOVEL
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sharpness = SHARP_EDGED
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toolspeed = 0.25
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/shovel_dig.ogg'
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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if("Pick")
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icon_state = "trench_tool_pick"
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tool_behaviour = TOOL_MINING
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sharpness = SHARP_POINTY
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toolspeed = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/picaxe1.ogg'
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attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
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attack_verb_simple = list("hit", "pierce", "slice", "attack")
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playsound(src, 'sound/items/ratchet.ogg', 50, vary = TRUE)
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user.update_inv_hands()
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/obj/item/trench_tool/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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