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* Fixes the metallic hydrogen axe being silent when being used as a crowbar and crowbars can now hit windows. (#73974) ## About The Pull Request The metallic hydrogen axe had no usesound var set despite having a tool_behavior applied to it, this meant that when using it as a crowbar, for example to remove floor tiles no sound was played. I've given it the default crowbar sound for this. Bonus fix: Crowbars were incapable of hitting fully constructed default windows, this included the H2 axe, They are now able to be used on standard windows (they already worked on reinforced windows) ## Why It's Good For The Game Missing sound bad. Pretty sure the crowbar thing is a bug too. ## Changelog 🆑 fix: The metallic hydrogen axe is no longer silent when using it as a crowbar. fix: You are now capable of hitting standard windows with a crowbar when they're fully constructed. /🆑 * Fixes the metallic hydrogen axe being silent when being used as a crowbar and crowbars can now hit windows. --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
89 lines
2.9 KiB
Plaintext
89 lines
2.9 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 = 'icons/obj/weapons/fireaxe.dmi'
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icon_state = "fireaxe0"
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base_icon_state = "fireaxe"
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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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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_BULKY
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
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attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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armor_type = /datum/armor/item_fireaxe
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resistance_flags = FIRE_PROOF
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wound_bonus = -15
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bare_wound_bonus = 20
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/// How much damage to do unwielded
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var/force_unwielded = 5
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/// How much damage to do wielded
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var/force_wielded = 24
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/datum/armor/item_fireaxe
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fire = 100
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acid = 30
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/obj/item/fireaxe/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 10 SECONDS, \
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effectiveness = 80, \
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bonus_modifier = 0 , \
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butcher_sound = hitsound, \
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)
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//axes are not known for being precision butchering tools
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[base_icon_state]1")
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/obj/item/fireaxe/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/obj/item/fireaxe/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!"))
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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(HAS_TRAIT(src, TRAIT_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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if(!(A.resistance_flags & INDESTRUCTIBLE))
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var/obj/structure/W = A
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W.atom_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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base_icon_state = "bone_axe"
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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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force_unwielded = 5
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force_wielded = 23
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/*
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* Metal Hydrogen Axe
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*/
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/obj/item/fireaxe/metal_h2_axe
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icon_state = "metalh2_axe0"
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base_icon_state = "metalh2_axe"
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name = "metallic hydrogen axe"
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desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades it's hefty as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack."
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force_unwielded = 5
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force_wielded = 15
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demolition_mod = 2
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tool_behaviour = TOOL_CROWBAR
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toolspeed = 1
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usesound = 'sound/items/crowbar.ogg'
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