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# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi
477 lines
17 KiB
Plaintext
477 lines
17 KiB
Plaintext
//spears
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/obj/item/spear
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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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icon = 'icons/obj/weapons/spear.dmi'
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icon_state = "spearglass0"
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lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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icon_angle = -45
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force = 10
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reach = 2
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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throwforce = 20
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throw_speed = 4
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demolition_mod = 0.75 // Note: This is significant, as this needs to be low enough that any possible force adjustments from better spears does not go over airlock deflection. See AIRLOCK_DAMAGE_DEFLECTION_N.
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embed_type = /datum/embedding/spear
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armour_penetration = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.65, /datum/material/glass= SHEET_MATERIAL_AMOUNT * 1.15)
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hitsound = 'sound/items/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
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attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
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sharpness = SHARP_POINTY
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max_integrity = 200
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armor_type = /datum/armor/item_spear
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wound_bonus = -15
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exposed_wound_bonus = 15
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/// For explosive spears, what we cry out when we use this to bap someone
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var/war_cry = "AAAAARGH!!!"
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/// The icon prefix for this flavor of spear
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var/icon_prefix = "spearglass"
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/// How much damage to do unwielded
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var/force_unwielded = 10
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/// How much damage to do wielded
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var/force_wielded = 18
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/// Whether or not hitting with this spear causes damage to the spear itself
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var/improvised_construction = TRUE
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/// What is left over when a spear breaks
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var/spear_leftovers = /obj/item/stack/rods
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/datum/embedding/spear
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impact_pain_mult = 2
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remove_pain_mult = 4
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jostle_chance = 2.5
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/datum/armor/item_spear
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fire = 50
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acid = 30
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/obj/item/spear/Initialize(mapload)
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. = ..()
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force = force_unwielded
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//decent in a pinch, but pretty bad.
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AddComponent(/datum/component/jousting, \
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max_tile_charge = 9, \
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min_tile_charge = 6, \
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)
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AddComponent(/datum/component/butchering, speed = 10 SECONDS, effectiveness = 30)
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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add_headpike_component()
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update_appearance()
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// I dunno man
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/obj/item/spear/proc/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpike)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/spear/update_icon_state()
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icon_state = "[icon_prefix]0"
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return ..()
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/obj/item/spear/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/spear/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
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var/obj/item/shard/tip = locate() in components
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if(!tip)
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return ..()
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switch(tip.type)
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if(/obj/item/shard/plasma)
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force = 11
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throwforce = 21
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icon_prefix = "spearplasma"
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modify_max_integrity(220)
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wound_bonus = -10
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force_unwielded = 11
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force_wielded = 19
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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if(/obj/item/shard/titanium)
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force = 12
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throwforce = 22
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throw_range = 8
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throw_speed = 5
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modify_max_integrity(230)
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wound_bonus = -5
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force_unwielded = 12
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force_wielded = 20
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armour_penetration = 10
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icon_prefix = "speartitanium"
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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if(/obj/item/shard/plastitanium)
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force = 13
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throwforce = 23
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throw_range = 9
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throw_speed = 5
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modify_max_integrity(240)
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wound_bonus = 0
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exposed_wound_bonus = 20
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force_unwielded = 13
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force_wielded = 21
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armour_penetration = 15
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icon_prefix = "spearplastitanium"
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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update_appearance()
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return ..()
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/obj/item/spear/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
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if(improvised_construction)
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return
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take_damage(force/2, sound_effect = FALSE)
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/obj/item/spear/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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if (.) //spear was caught
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return
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if(!improvised_construction)
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return
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take_damage(throwforce/2, sound_effect = FALSE)
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/obj/item/spear/atom_destruction(damage_flag)
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playsound(src, 'sound/effects/grillehit.ogg', 50)
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new spear_leftovers(get_turf(src))
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if(isliving(loc))
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loc.balloon_alert(loc, "spear broken!")
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return ..()
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/obj/item/spear/proc/on_wield(obj/item/source, mob/living/carbon/user)
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reach = 1
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armour_penetration *= 2
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/obj/item/spear/proc/on_unwield(obj/item/source, mob/living/carbon/user)
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reach = 2
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armour_penetration /= 2
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/obj/item/spear/explosive
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name = "explosive lance"
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icon_state = "spearbomb0"
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base_icon_state = "spearbomb"
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icon_prefix = "spearbomb"
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var/obj/item/grenade/explosive = null
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/obj/item/spear/explosive/Initialize(mapload)
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. = ..()
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set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
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/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
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if(explosive)
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QDEL_NULL(explosive)
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G.forceMove(src)
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explosive = G
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desc = "A makeshift spear with [G] attached to it"
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/obj/item/spear/explosive/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
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var/obj/item/grenade/nade = locate() in components
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if(nade)
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var/obj/item/spear/lancePart = locate() in components
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throwforce = lancePart.throwforce
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icon_prefix = lancePart.icon_prefix
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set_explosive(nade)
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return ..()
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/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.say("[war_cry]", forced="spear warcry")
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explosive.forceMove(user)
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explosive.detonate()
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user.gib(DROP_ALL_REMAINS)
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qdel(src)
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return BRUTELOSS
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/obj/item/spear/explosive/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to set your war cry.")
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/obj/item/spear/explosive/click_alt(mob/user)
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var/input = tgui_input_text(user, "What do you want your war cry to be? You will shout it when you hit someone in melee.", "War Cry", max_length = 50)
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if(input)
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war_cry = input
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return CLICK_ACTION_SUCCESS
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/obj/item/spear/explosive/afterattack(atom/movable/target, mob/user, list/modifiers, list/attack_modifiers)
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if(!HAS_TRAIT(src, TRAIT_WIELDED) || !istype(target))
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return
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if(target.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
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return
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if(HAS_TRAIT(target, TRAIT_GODMODE))
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return
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if(iseffect(target)) //and no accidentally wasting your moment of glory on graffiti
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return
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user.say("[war_cry]", forced="spear warcry")
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if(isliving(user))
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var/mob/living/living_user = user
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living_user.set_resting(new_resting = TRUE, silent = TRUE, instant = TRUE)
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living_user.Move(get_turf(target))
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explosive.forceMove(get_turf(living_user))
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explosive.detonate(lanced_by=user)
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if(!QDELETED(living_user))
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living_user.set_resting(new_resting = FALSE, silent = TRUE, instant = TRUE)
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qdel(src)
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//GREY TIDE
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/obj/item/spear/grey_tide
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name = "\improper Grey Tide"
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desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualties among Nanotrasen military forces."
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attack_verb_continuous = list("gores")
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attack_verb_simple = list("gore")
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force_unwielded = 15
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force_wielded = 25
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improvised_construction = FALSE
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/obj/item/spear/grey_tide/afterattack(atom/movable/target, mob/living/user, list/modifiers, list/attack_modifiers)
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user.faction |= "greytide([REF(user)])"
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if(!isliving(target))
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return
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var/mob/living/stabbed = target
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if(istype(stabbed, /mob/living/basic/illusion))
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return
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if(stabbed.stat == CONSCIOUS && prob(50))
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var/mob/living/basic/illusion/fake_clone = new(user.loc)
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fake_clone.full_setup(user, target_mob = stabbed, faction = user.faction, life = 10 SECONDS, hp = user.health / 2.5, damage = 12, replicate = 30)
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//MILITARY
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/obj/item/spear/military
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icon_state = "military_spear0"
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base_icon_state = "military_spear0"
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icon_prefix = "military_spear"
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name = "military javelin"
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desc = "A stick with a seemingly blunt spearhead on its end. Looks like it might break bones easily."
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attack_verb_continuous = list("attacks", "pokes", "jabs")
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attack_verb_simple = list("attack", "poke", "jab")
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throwforce = 30
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demolition_mod = 1
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wound_bonus = 5
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exposed_wound_bonus = 25
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throw_range = 9
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throw_speed = 5
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sharpness = NONE // we break bones instead of cutting flesh
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improvised_construction = FALSE
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/obj/item/spear/military/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikemilitary)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/*
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* Bone Spear
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*/
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/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
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name = "bone spear"
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desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
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icon_state = "bone_spear0"
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base_icon_state = "bone_spear0"
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icon_prefix = "bone_spear"
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throwforce = 22
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armour_penetration = 20 //Enhanced armor piercing
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4)
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force_unwielded = 12
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force_wielded = 20
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spear_leftovers = /obj/item/stack/sheet/bone
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/obj/item/spear/bonespear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebone)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/*
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* Bamboo Spear
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*/
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/obj/item/spear/bamboospear //Blatant imitation of spear, but all natural.
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icon_state = "bamboo_spear0"
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base_icon_state = "bamboo_spear0"
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icon_prefix = "bamboo_spear"
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name = "bamboo spear"
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desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people."
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throwforce = 23 //Better to throw
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 25)
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spear_leftovers = /obj/item/stack/sheet/mineral/bamboo
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/obj/item/spear/bamboospear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebamboo)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/**
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* Skybulge
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*
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* Gives a special ability that allows you to enter the skies an drop down upon a target.
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* Other than that ability, is a default spear with extra throw force, but no embedding.
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*/
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/obj/item/spear/skybulge
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name = "\improper Sky Bulge"
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desc = "A legendary stick with a very pointy tip. Takes you to the skies!"
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icon_state = "dragoonpole0"
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icon_prefix = "dragoonpole"
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attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "gores", "lances")
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attack_verb_simple = list("attack", "poke", "jab", "tear", "gore", "lance")
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throwforce = 24
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embed_type = null //no embedding
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custom_materials = list(
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/alloy/plastitaniumglass = SHEET_MATERIAL_AMOUNT,
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)
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action_slots = ITEM_SLOT_HANDS
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actions_types = list(/datum/action/item_action/skybulge)
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improvised_construction = FALSE
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///The action button the spear gives, usable once a minute.
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/datum/action/item_action/skybulge
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name = "Dragoon Strike"
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desc = "Jump up into the skies and fall down upon your opponents to deal double damage."
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check_flags = parent_type::check_flags | AB_CHECK_IMMOBILE | AB_CHECK_PHASED
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///Ref to the addtimer we have between jumping up and falling down, used to cancel early if you're incapacitated mid-jump.
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var/jump_timer
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///Cooldown time between jumps.
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var/jump_cooldown_time = 1 MINUTES
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/**
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* boolean we set every time we jump, to know if we should take away the passflags we give,
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* so we don't give/take when they have it from other sources (since we don't have traits, we have
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* no way to tell which pass flags they get from what source.)
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*/
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var/gave_pass_flags = FALSE
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/datum/action/item_action/skybulge/do_effect(trigger_flags)
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if(!HAS_TRAIT(target, TRAIT_WIELDED))
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owner.balloon_alert(owner, "not dual-wielded!")
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return
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var/time_left = S_TIMER_COOLDOWN_TIMELEFT(target, COOLDOWN_SKYBULGE_JUMP)
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if(time_left)
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owner.balloon_alert(owner, "[FLOOR(time_left * 0.1, 0.1)]s cooldown!")
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return
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//do after shows the progress bar as feedback, so nothing here.
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if(LAZYACCESS(owner.do_afters, target))
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return
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owner.balloon_alert(owner, "charging up...")
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ADD_TRAIT(target, TRAIT_NEEDS_TWO_HANDS, ACTION_TRAIT)
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INVOKE_ASYNC(src, PROC_REF(jump_up))
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///Sends the owner up in the air and calls them back down, calling land() for aftereffects.
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/datum/action/item_action/skybulge/proc/jump_up()
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if(!do_after(owner, 2 SECONDS, target = owner, timed_action_flags = IGNORE_USER_LOC_CHANGE))
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REMOVE_TRAIT(target, TRAIT_NEEDS_TWO_HANDS, ACTION_TRAIT)
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return
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playsound(owner, 'sound/effects/footstep/heavy1.ogg', 50, 1)
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S_TIMER_COOLDOWN_START(target, COOLDOWN_SKYBULGE_JUMP, jump_cooldown_time)
|
|
new /obj/effect/temp_visual/telegraphing/exclamation/following(get_turf(owner), 2.5 SECONDS, owner)
|
|
|
|
RegisterSignal(target, COMSIG_ITEM_ATTACK, PROC_REF(on_attack_during_jump))
|
|
ADD_TRAIT(target, TRAIT_NODROP, ACTION_TRAIT)
|
|
owner.add_traits(list(TRAIT_SILENT_FOOTSTEPS, TRAIT_MOVE_FLYING), ACTION_TRAIT)
|
|
|
|
if(owner.pass_flags & PASSTABLE)
|
|
gave_pass_flags = FALSE
|
|
else
|
|
gave_pass_flags = TRUE
|
|
owner.pass_flags |= PASSTABLE
|
|
|
|
owner.set_density(FALSE)
|
|
owner.layer = ABOVE_ALL_MOB_LAYER
|
|
|
|
animate(owner, pixel_y = owner.pixel_y + 60, time = (2 SECONDS), easing = CIRCULAR_EASING|EASE_OUT)
|
|
animate(pixel_y = initial(owner.pixel_y), time = (1 SECONDS), easing = CIRCULAR_EASING|EASE_IN)
|
|
|
|
jump_timer = addtimer(CALLBACK(src, PROC_REF(land), /*do_effects = */TRUE, /*mob_override = */owner), 3 SECONDS, TIMER_STOPPABLE)
|
|
|
|
/datum/action/item_action/skybulge/update_status_on_signal(datum/source, new_stat, old_stat)
|
|
if(!isnull(jump_timer) && !IsAvailable())
|
|
INVOKE_ASYNC(src, PROC_REF(land), /*do_effects = */FALSE, /*mob_override = */source)
|
|
deltimer(jump_timer)
|
|
return ..()
|
|
|
|
/**
|
|
* ## land()
|
|
*
|
|
* Called by jump_up, this is the post-jump effects, damaging objects and mobs it lands on.
|
|
* Args:
|
|
* do_effects - Whether we'll do the attacking effects of the land (damaging mobs & sound),
|
|
* we set this to false if we were forced out of the jump, they lost their ability to do the hit.
|
|
* mob_doing_effects - This is who we use for aftereffects, passing the mob using the ability, with owner as fallback.
|
|
* ourselves.
|
|
*/
|
|
/datum/action/item_action/skybulge/proc/land(do_effects = TRUE, mob/living/mob_doing_effects)
|
|
if(!mob_doing_effects)
|
|
mob_doing_effects = owner
|
|
var/turf/landed_on = get_turf(mob_doing_effects)
|
|
|
|
UnregisterSignal(target, COMSIG_ITEM_ATTACK)
|
|
target.remove_traits(list(TRAIT_NEEDS_TWO_HANDS, TRAIT_NODROP), ACTION_TRAIT)
|
|
mob_doing_effects.remove_traits(list(TRAIT_SILENT_FOOTSTEPS, TRAIT_MOVE_FLYING), ACTION_TRAIT)
|
|
if(gave_pass_flags)
|
|
mob_doing_effects.pass_flags &= ~PASSTABLE
|
|
mob_doing_effects.set_density(TRUE)
|
|
mob_doing_effects.layer = initial(mob_doing_effects.layer)
|
|
SET_PLANE(mob_doing_effects, initial(mob_doing_effects.plane), landed_on)
|
|
|
|
if(!do_effects)
|
|
return
|
|
|
|
playsound(mob_doing_effects, 'sound/effects/explosion/explosion1.ogg', 40, 1)
|
|
var/obj/item/skybulge_item = target
|
|
|
|
for(var/atom/thing as anything in landed_on)
|
|
if(thing == mob_doing_effects)
|
|
continue
|
|
|
|
if(isobj(thing))
|
|
thing.take_damage(150)
|
|
continue
|
|
|
|
if(isliving(thing))
|
|
skybulge_item.melee_attack_chain(owner, thing, list("[FORCE_MULTIPLIER]" = 2))
|
|
skybulge_item.attack(thing, owner)
|
|
var/mob/living/living_target = thing
|
|
living_target.SetKnockdown(1 SECONDS)
|
|
|
|
///Called when the person holding us is trying to attack something mid-jump.
|
|
///You're technically in mid-air, so block any attempts at getting extra hits in.
|
|
/datum/action/item_action/skybulge/proc/on_attack_during_jump(atom/source, mob/living/target_mob, mob/living/user, params)
|
|
SIGNAL_HANDLER
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|