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About The Pull Request For an item to be two handed just add this handy component. All existing two handed items have been converted to use this component. Why It's Good For The Game It has components and signals, and now you can make items two handed so simply. /obj/item/shockpaddles/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed)
70 lines
2.5 KiB
Plaintext
70 lines
2.5 KiB
Plaintext
/*
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* Fireaxe
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*/
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/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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force = 5
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throwforce = 15
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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max_integrity = 200
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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resistance_flags = FIRE_PROOF
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var/wielded = FALSE // track wielded status on item
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/obj/item/fireaxe/Initialize()
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. = ..()
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
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/obj/item/fireaxe/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/butchering, 100, 80, 0 , hitsound) //axes are not known for being precision butchering tools
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AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=24, icon_wielded="fireaxe1")
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/// triggered on wield of two handed item
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/obj/item/fireaxe/proc/on_wield(obj/item/source, mob/user)
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/fireaxe/proc/on_unwield(obj/item/source, mob/user)
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wielded = FALSE
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/obj/item/fireaxe/update_icon_state()
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icon_state = "fireaxe0"
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/obj/item/fireaxe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/fireaxe/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(wielded) //destroys windows and grilles in one hit
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if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
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var/obj/structure/W = A
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W.obj_destruction("fireaxe")
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/*
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* Bone Axe
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*/
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/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
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icon_state = "bone_axe0"
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name = "bone axe"
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desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
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/obj/item/fireaxe/boneaxe/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=23, icon_wielded="bone_axe1")
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/obj/item/fireaxe/boneaxe/update_icon_state()
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icon_state = "bone_axe0"
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