Da thick blast update: blastcannon resprite. (#62976)

The old blastcannon is one of the worst sprites in the game, and the old inhand is tiny.

A weapon that instagibs people should probably have a prominent inhand and now it does! Probably the biggest inhand of any item...
Changelog

cl
imageadd: The blast cannon & blast wave projectile has new sprites.
/cl
This commit is contained in:
Krysonism
2021-11-29 14:52:23 +13:00
committed by GitHub
parent ea9d6663fb
commit 79a86ecb59
6 changed files with 12 additions and 3 deletions
@@ -15,8 +15,14 @@
*/
/obj/item/gun/blastcannon
name = "blast cannon"
desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave. Small enough to stow in a bag."
icon_state = "empty_blastcannon"
desc = "A surprisingly portable device used to concentrate a bomb's blast energy to a narrow wave. Small enough to stow in a bag."
icon = 'icons/obj/guns/wide_guns.dmi'
icon_state = "blastcannon_empty"
lefthand_file = 'icons/mob/inhands/weapons/64x_guns_left.dmi'
righthand_file = 'icons/mob/inhands/weapons/64x_guns_right.dmi'
inhand_x_dimension = 64
base_pixel_x = -2
pixel_x = -2
inhand_icon_state = "blastcannon_empty"
base_icon_state = "blastcannon"
w_class = WEIGHT_CLASS_NORMAL
@@ -50,6 +56,7 @@
if(!pin)
pin = new
RegisterSignal(src, COMSIG_ATOM_INTERNAL_EXPLOSION, .proc/channel_blastwave)
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/blastcannon/Destroy()
if(bomb)
@@ -84,7 +91,8 @@
return ..()
/obj/item/gun/blastcannon/update_icon_state()
icon_state = "[bomb ? "loaded" : "empty"]_[base_icon_state]"
icon_state = "[base_icon_state]_[bomb ? "loaded" : "empty"]"
inhand_icon_state = icon_state
return ..()
/obj/item/gun/blastcannon/attackby(obj/item/transfer_valve/bomb_to_attach, mob/user)
@@ -134,6 +142,7 @@
message_admins("Blastcannon transfer valve opened by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(current_turf)] while aiming at [ADMIN_VERBOSEJMP(target_turf)] (target).")
log_game("Blastcannon transfer valve opened by [key_name(user)] at [AREACOORD(current_turf)] while aiming at [AREACOORD(target_turf)] (target).")
bomb.toggle_valve()
update_appearance()
return
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