Adds a new BEPIS Major Reward, "Australicus Security Protocols" (#48600)

* The hero returns alive.

* Initial commit, boomerang batons and outback firing pins.

* Australicus is the lore in the game already, so #@$! it we'll pretend like #lore_general exists

* Name tweak.

* Fixes boomerang name, Inhands, accidently included a leftover sprite.
This commit is contained in:
ArcaneMusic
2020-01-10 07:17:17 -05:00
committed by Jordie
parent 030303d952
commit bf2d1b82fd
8 changed files with 89 additions and 0 deletions
+43
View File
@@ -250,3 +250,46 @@
QDEL_NULL(sparkler)
return ..()
/obj/item/melee/baton/boomerang
name = "\improper OZtek Boomerang"
desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!"
throw_speed = 1
icon_state = "boomerang"
item_state = "boomerang"
force = 5
throwforce = 5
throw_range = 5
hitcost = 2000
throw_hit_chance = 99 //Have you prayed today?
custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000)
/obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
if(turned_on)
if(ishuman(thrower))
var/mob/living/carbon/human/H = thrower
H.throw_mode_off() //so they can catch it on the return.
return ..()
/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(turned_on)
var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
if(ishuman(hit_atom) && !caught && prob(throw_hit_chance))//if they are a carbon and they didn't catch it
baton_effect(hit_atom)
if(thrownby && !caught)
sleep(1)
if(!QDELETED(src))
throw_at(thrownby, throw_range+2, throw_speed, null, TRUE)
else
return ..()
/obj/item/melee/baton/boomerang/update_icon()
if(turned_on)
icon_state = "[initial(icon_state)]_active"
else if(!cell)
icon_state = "[initial(icon_state)]_nocell"
else
icon_state = "[initial(icon_state)]"
/obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell.
preload_cell_type = /obj/item/stock_parts/cell/high