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## About The Pull Request Hello hello the evil folder mover goat is back, i will destroy years worth of muscle memory. Items is an folder alot of stuff that really didn't get a spefific location. Items/Weaponry Contains Shields.dm Items/Weaponry/Melee Contains (Most of the extra dm files come from me splitting misc/weaponry.dm into its own categories killing offf weaponry.dm in its whole) baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm, dualsaber.dm, energy.dm fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm, misc.dm, powerfist.dm, sabre.dm soulscythe.dm, spear.dm, supermatter_sword.dm. Items/weaponry/ranged Contains flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm items/tools Contains control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm, theft_tools.dm items/tools/engineering Contains airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm, screwdriver.dm, weldingtool.dm wirebbrush.dm, wirecutters.dm, wrench.dm items/tools/janitorial Contains broom.dm, janitor_key.dm items/tools/medical Contains bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm boxcutter.dm is merged into knives.dm Kitchen.dm renamed into kitchen utensils and moved into food and drinks module surgery_tray.dm moved into surgery module banhammer/extendo hand moved from weaponry into toys.dm balloon mallet moved into clown_items.dm ectoplasm moved from weaponry.dm into soulstone.dm (since thats the resulting residue when a shade dies, and not really a weapon) ## Why It's Good For The Game So things are way easier to navigate ## Changelog
161 lines
6.2 KiB
Plaintext
161 lines
6.2 KiB
Plaintext
/obj/item/melee/baseball_bat
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name = "baseball bat"
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desc = "There ain't a skull in the league that can withstand a swatter."
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icon = 'icons/obj/weapons/bat.dmi'
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icon_state = "baseball_bat"
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inhand_icon_state = "baseball_bat"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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force = 12
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wound_bonus = -10
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throwforce = 12
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demolition_mod = 1.25
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attack_verb_continuous = list("beats", "smacks")
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attack_verb_simple = list("beat", "smack")
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 3.5)
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resistance_flags = FLAMMABLE
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w_class = WEIGHT_CLASS_HUGE
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/// Are we able to do a homerun?
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var/homerun_able = FALSE
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/// Are we ready to do a homerun?
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var/homerun_ready = FALSE
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/// Can we launch mobs thrown at us away?
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var/mob_thrower = FALSE
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/// List of all thrown datums we sent.
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var/list/thrown_datums = list()
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/obj/item/melee/baseball_bat/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/kneecapping)
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// No subtypes
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if(type != /obj/item/melee/baseball_bat)
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return
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if(prob(check_holidays(APRIL_FOOLS) ? 50 : 1))
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make_silly()
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/obj/item/melee/baseball_bat/attack_self(mob/user)
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if(!homerun_able)
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return ..()
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if(homerun_ready)
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to_chat(user, span_warning("You're already ready to do a home run!"))
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return ..()
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to_chat(user, span_warning("You begin gathering strength..."))
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playsound(get_turf(src), 'sound/effects/magic/lightning_chargeup.ogg', 65, TRUE)
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if(do_after(user, 9 SECONDS, target = src))
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to_chat(user, span_userdanger("You gather power! Time for a home run!"))
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homerun_ready = TRUE
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return ..()
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/obj/item/melee/baseball_bat/attack(mob/living/target, mob/living/user)
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// we obtain the relative direction from the bat itself to the target
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var/relative_direction = get_cardinal_dir(src, target)
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var/atom/throw_target = get_edge_target_turf(target, relative_direction)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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return
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if(homerun_ready)
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user.visible_message(span_userdanger("It's a home run!"))
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if(!QDELETED(target))
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target.throw_at(throw_target, rand(8,10), 14, user)
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SSexplosions.medturf += throw_target
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playsound(get_turf(src), 'sound/items/weapons/homerun.ogg', 100, TRUE)
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homerun_ready = FALSE
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return
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else if(!QDELETED(target) && !target.anchored)
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var/whack_speed = (prob(60) ? 1 : 4)
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target.throw_at(throw_target, rand(1, 2), whack_speed, user, gentle = TRUE) // sorry friends, 7 speed batting caused wounds to absolutely delete whoever you knocked your target into (and said target)
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/obj/item/melee/baseball_bat/Destroy(force)
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for(var/target in thrown_datums)
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var/datum/thrownthing/throw_datum = thrown_datums[target]
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throw_datum.callback.Invoke()
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thrown_datums.Cut()
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return ..()
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/obj/item/melee/baseball_bat/pre_attack(atom/movable/target, mob/living/user, list/modifiers, list/attack_modifiers)
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var/turf/target_turf = get_turf(target)
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if(!target_turf)
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return ..()
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for(var/atom/movable/atom as anything in target_turf)
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if(!try_launch(atom, user))
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continue
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return TRUE
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return ..()
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/obj/item/melee/baseball_bat/proc/try_launch(atom/movable/target, mob/living/user)
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if(!target.throwing || (ismob(target) && !mob_thrower))
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return FALSE
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var/datum/thrownthing/throw_datum = target.throwing
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var/datum_throw_speed = throw_datum.speed
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var/angle = 0
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var/target_to_user = get_dir(target, user)
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if(target.dir & turn(target_to_user, 90))
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angle = 270
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if(target.dir & turn(target_to_user, 270))
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angle = 90
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if(target.dir & REVERSE_DIR(target_to_user))
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angle = 180
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if(target.dir & target_to_user)
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angle = 360
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var/turf/return_to_sender = get_ranged_target_turf_direct(user, throw_datum.starting_turf, max(3, round(target.throw_range * 1.5, 1)), offset = angle + (rand(-1, 1) * 10))
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throw_datum.finalize(hit = FALSE)
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target.mouse_opacity = MOUSE_OPACITY_TRANSPARENT //dont mess with our ball
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target.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3) //make them super light
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animate(target, 0.5 SECONDS, color = null, flags = ANIMATION_PARALLEL)
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user.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3)
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animate(user, 0.5 SECONDS, color = null, flags = ANIMATION_PARALLEL)
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playsound(src, 'sound/items/baseballhit.ogg', 100, TRUE)
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user.do_attack_animation(target, used_item = src)
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ADD_TRAIT(user, TRAIT_IMMOBILIZED, type)
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addtimer(CALLBACK(src, PROC_REF(launch_back), target, user, return_to_sender, datum_throw_speed), 0.5 SECONDS)
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return TRUE
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/obj/item/melee/baseball_bat/proc/launch_back(atom/movable/target, mob/living/user, turf/target_turf, datum_throw_speed)
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playsound(target, 'sound/effects/magic/tail_swing.ogg', 50, TRUE)
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REMOVE_TRAIT(user, TRAIT_IMMOBILIZED, type)
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target.mouse_opacity = initial(target.mouse_opacity)
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target.add_filter("baseball_launch", 3, motion_blur_filter(1, 3))
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target.throwforce *= 2
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target.throw_at(target_turf, get_dist(target, target_turf), datum_throw_speed + 1, user, callback = CALLBACK(src, PROC_REF(on_hit), target))
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thrown_datums[target] = target.throwing
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/obj/item/melee/baseball_bat/proc/make_silly()
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name = "cricket bat"
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icon_state = "baseball_bat_brit"
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inhand_icon_state = "baseball_bat_brit"
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desc = pick("You've got red on you.", "You gotta know what a crumpet is to understand cricket.")
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/obj/item/melee/baseball_bat/proc/on_hit(atom/movable/target)
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target.remove_filter("baseball_launch")
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target.throwforce *= 0.5
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thrown_datums -= target
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/obj/item/melee/baseball_bat/homerun
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name = "home run bat"
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desc = "This thing looks dangerous... Dangerously good at baseball, that is."
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icon_state = "baseball_bat_home"
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inhand_icon_state = "baseball_bat_home"
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homerun_able = TRUE
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mob_thrower = TRUE
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/obj/item/melee/baseball_bat/ablative
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name = "metal baseball bat"
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desc = "This bat is made of highly reflective, highly armored material."
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icon_state = "baseball_bat_metal"
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inhand_icon_state = "baseball_bat_metal"
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custom_materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3.5)
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resistance_flags = NONE
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force = 20
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throwforce = 20
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mob_thrower = TRUE
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block_sound = 'sound/items/weapons/effects/batreflect.ogg'
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/obj/item/melee/baseball_bat/ablative/IsReflect()//some day this will reflect thrown items instead of lasers
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return TRUE
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// In case you ever want to spawn it via map/admin console
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/obj/item/melee/baseball_bat/british/Initialize(mapload)
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. = ..()
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make_silly()
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