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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
495 lines
19 KiB
Plaintext
495 lines
19 KiB
Plaintext
// Deprecated, you do not need to use this type for melee weapons.
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/obj/item/melee
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item_flags = NEEDS_PERMIT
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/obj/item/melee/chainofcommand
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name = "chain of command"
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desc = "A tool used by great men to placate the frothing masses."
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icon = 'icons/obj/weapons/whip.dmi'
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icon_state = "chain"
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inhand_icon_state = "chain"
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worn_icon_state = "whip"
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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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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 10
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throwforce = 7
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demolition_mod = 0.25
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wound_bonus = 15
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bare_wound_bonus = 10
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines")
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attack_verb_simple = list("flog", "whip", "lash", "discipline")
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hitsound = 'sound/weapons/chainhit.ogg'
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
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/obj/item/melee/chainofcommand/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return OXYLOSS
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/obj/item/melee/synthetic_arm_blade
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name = "synthetic arm blade"
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desc = "A grotesque blade that on closer inspection seems to be made out of synthetic flesh, it still feels like it would hurt very badly as a weapon."
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icon = 'icons/obj/weapons/changeling_items.dmi'
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icon_state = "arm_blade"
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inhand_icon_state = "arm_blade"
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lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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force = 20
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throwforce = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_EDGED
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/obj/item/melee/synthetic_arm_blade/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 6 SECONDS, \
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effectiveness = 80, \
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)
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//very imprecise
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/obj/item/melee/sabre
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name = "officer's sabre"
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desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "sabre"
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inhand_icon_state = "sabre"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY | UNIQUE_RENAME
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force = 15
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throwforce = 10
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demolition_mod = 0.75 //but not metal
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w_class = WEIGHT_CLASS_BULKY
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block_chance = 50
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armour_penetration = 75
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sharpness = SHARP_EDGED
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attack_verb_continuous = list("slashes", "cuts")
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attack_verb_simple = list("slash", "cut")
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block_sound = 'sound/weapons/parry.ogg'
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hitsound = 'sound/weapons/rapierhit.ogg'
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
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wound_bonus = 10
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bare_wound_bonus = 25
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/obj/item/melee/sabre/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/jousting)
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//fast and effective, but as a sword, it might damage the results.
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AddComponent(/datum/component/butchering, \
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speed = 3 SECONDS, \
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effectiveness = 95, \
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bonus_modifier = 5, \
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)
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// The weight of authority comes down on the tider's crimes.
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AddElement(/datum/element/bane, target_type = /mob/living/carbon/human, damage_multiplier = 0.35)
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RegisterSignal(src, COMSIG_OBJECT_PRE_BANING, PROC_REF(attempt_bane))
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RegisterSignal(src, COMSIG_OBJECT_ON_BANING, PROC_REF(bane_effects))
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/**
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* If the target reeks of maintenance, the blade can tear through their body with a total of 20 damage.
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*/
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/obj/item/melee/sabre/proc/attempt_bane(element_owner, mob/living/carbon/criminal)
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SIGNAL_HANDLER
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var/obj/item/organ/internal/liver/liver = criminal.get_organ_slot(ORGAN_SLOT_LIVER)
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if(isnull(liver) || !HAS_TRAIT(liver, TRAIT_MAINTENANCE_METABOLISM))
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return COMPONENT_CANCEL_BANING
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/**
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* Assistants should fear this weapon.
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*/
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/obj/item/melee/sabre/proc/bane_effects(element_owner, mob/living/carbon/human/baned_target)
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SIGNAL_HANDLER
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baned_target.visible_message(
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span_warning("[src] tears through [baned_target] with unnatural ease!"),
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span_userdanger("As [src] tears into your body, you feel the weight of authority collapse into your wounds!"),
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)
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INVOKE_ASYNC(baned_target, TYPE_PROC_REF(/mob/living/carbon/human, emote), "scream")
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/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
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return ..()
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/obj/item/melee/sabre/on_exit_storage(datum/storage/container)
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playsound(container.parent, 'sound/items/unsheath.ogg', 25, TRUE)
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/obj/item/melee/sabre/on_enter_storage(datum/storage/container)
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playsound(container.parent, 'sound/items/sheath.ogg', 25, TRUE)
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/obj/item/melee/sabre/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!"))
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var/i = 0
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ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
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if(iscarbon(user))
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var/mob/living/carbon/Cuser = user
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var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src)
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var/list/limbs_to_dismember
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var/list/arms = list()
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var/list/legs = list()
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var/obj/item/bodypart/bodypart
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for(bodypart in Cuser.bodyparts)
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if(bodypart == holding_bodypart)
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continue
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if(bodypart.body_part & ARMS)
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arms += bodypart
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else if (bodypart.body_part & LEGS)
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legs += bodypart
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limbs_to_dismember = arms + legs
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if(holding_bodypart)
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limbs_to_dismember += holding_bodypart
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var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len)
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for(bodypart in limbs_to_dismember)
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i++
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addtimer(CALLBACK(src, PROC_REF(suicide_dismember), user, bodypart), speedbase * i)
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addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (5 SECONDS) * i)
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return MANUAL_SUICIDE
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/obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting)
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if(!QDELETED(affecting) && !(affecting.bodypart_flags & BODYPART_UNREMOVABLE) && affecting.owner == user && !QDELETED(user))
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playsound(user, hitsound, 25, TRUE)
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affecting.dismember(BRUTE)
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user.adjustBruteLoss(20)
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/obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped)
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if(!QDELETED(user))
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user.adjustBruteLoss(200)
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user.death(FALSE)
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REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
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/obj/item/melee/beesword
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name = "The Stinger"
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desc = "Taken from a giant bee and folded over one thousand times in pure honey. Can sting through anything."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "beesword"
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inhand_icon_state = "stinger"
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worn_icon_state = "stinger"
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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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slot_flags = ITEM_SLOT_BELT
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force = 5
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w_class = WEIGHT_CLASS_BULKY
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sharpness = SHARP_EDGED
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throwforce = 10
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attack_speed = CLICK_CD_RAPID
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block_chance = 20
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armour_penetration = 65
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attack_verb_continuous = list("slashes", "stings", "prickles", "pokes")
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attack_verb_simple = list("slash", "sting", "prickle", "poke")
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hitsound = 'sound/weapons/rapierhit.ogg'
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block_sound = 'sound/weapons/parry.ogg'
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/obj/item/melee/beesword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
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return ..()
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/obj/item/melee/beesword/afterattack(atom/target, mob/user, click_parameters)
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if(iscarbon(target))
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var/mob/living/carbon/carbon_target = target
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carbon_target.reagents.add_reagent(/datum/reagent/toxin, 4)
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/obj/item/melee/beesword/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is stabbing [user.p_them()]self in the throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(get_turf(src), hitsound, 75, TRUE, -1)
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return TOXLOSS
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/obj/item/melee/supermatter_sword
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name = "supermatter sword"
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desc = "In a station full of bad ideas, this might just be the worst."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "supermatter_sword_balanced"
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inhand_icon_state = "supermatter_sword"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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slot_flags = null
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w_class = WEIGHT_CLASS_BULKY
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force = 0.001
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armour_penetration = 1000
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force_string = "INFINITE"
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item_flags = NEEDS_PERMIT|NO_BLOOD_ON_ITEM
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var/obj/machinery/power/supermatter_crystal/shard
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var/balanced = 1
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/obj/item/melee/supermatter_sword/Initialize(mapload)
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. = ..()
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shard = new /obj/machinery/power/supermatter_crystal(src)
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qdel(shard.countdown)
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shard.countdown = null
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START_PROCESSING(SSobj, src)
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visible_message(span_warning("[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all."))
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RegisterSignal(src, COMSIG_ATOM_PRE_BULLET_ACT, PROC_REF(eat_bullets))
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/obj/item/melee/supermatter_sword/process()
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if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
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return
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if(!isturf(src.loc))
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var/atom/target = src.loc
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forceMove(target.loc)
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consume_everything(target)
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else
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var/turf/turf = get_turf(src)
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if(!isspaceturf(turf))
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consume_turf(turf)
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/obj/item/melee/supermatter_sword/pre_attack(atom/A, mob/living/user, params)
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. = ..()
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if(.)
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return .
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if(A == user)
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user.dropItemToGround(src, TRUE)
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else
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user.do_attack_animation(A)
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consume_everything(A)
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return TRUE
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/obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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if(ismob(hit_atom))
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var/mob/mob = hit_atom
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if(src.loc == mob)
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mob.dropItemToGround(src, TRUE)
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consume_everything(hit_atom)
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/obj/item/melee/supermatter_sword/pickup(user)
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..()
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balanced = 0
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icon_state = "supermatter_sword"
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/obj/item/melee/supermatter_sword/ex_act(severity, target)
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visible_message(
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span_danger("The blast wave smacks into [src] and rapidly flashes to ash."),
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span_hear("You hear a loud crack as you are washed with a wave of heat.")
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)
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consume_everything()
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return TRUE
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/obj/item/melee/supermatter_sword/acid_act()
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visible_message(span_danger("The acid smacks into [src] and rapidly flashes to ash."),\
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span_hear("You hear a loud crack as you are washed with a wave of heat."))
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consume_everything()
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return TRUE
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/obj/item/melee/supermatter_sword/proc/eat_bullets(datum/source, obj/projectile/hitting_projectile)
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SIGNAL_HANDLER
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visible_message(
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span_danger("[hitting_projectile] smacks into [source] and rapidly flashes to ash."),
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null,
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span_hear("You hear a loud crack as you are washed with a wave of heat."),
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)
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consume_everything(hitting_projectile)
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return COMPONENT_BULLET_BLOCKED
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/obj/item/melee/supermatter_sword/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!"))
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user.dropItemToGround(src, TRUE)
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shard.Bumped(user)
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/obj/item/melee/supermatter_sword/proc/consume_everything(target)
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if(isnull(target))
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shard.Bump(target)
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else if(!isturf(target))
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shard.Bumped(target)
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else
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consume_turf(target)
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/obj/item/melee/supermatter_sword/proc/consume_turf(turf/turf)
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var/oldtype = turf.type
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var/turf/newT = turf.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
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if(newT.type == oldtype)
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return
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playsound(turf, 'sound/effects/supermatter.ogg', 50, TRUE)
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turf.visible_message(
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span_danger("[turf] smacks into [src] and rapidly flashes to ash."),
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span_hear("You hear a loud crack as you are washed with a wave of heat."),
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)
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shard.Bump(turf)
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/obj/item/melee/curator_whip
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name = "curator's whip"
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desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
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icon = 'icons/obj/weapons/whip.dmi'
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icon_state = "whip"
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inhand_icon_state = "chain"
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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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worn_icon_state = "whip"
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slot_flags = ITEM_SLOT_BELT
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force = 15
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demolition_mod = 0.25
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines")
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attack_verb_simple = list("flog", "whip", "lash", "discipline")
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hitsound = 'sound/weapons/whip.ogg'
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/obj/item/melee/curator_whip/afterattack(atom/target, mob/user, click_parameters)
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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human_target.drop_all_held_items()
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human_target.visible_message(span_danger("[user] disarms [human_target]!"), span_userdanger("[user] disarmed you!"))
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/obj/item/melee/roastingstick
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name = "advanced roasting stick"
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desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits."
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icon = 'icons/obj/service/kitchen.dmi'
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icon_state = "roastingstick"
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inhand_icon_state = null
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worn_icon_state = "tele_baton"
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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item_flags = NONE
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force = 0
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attack_verb_continuous = list("hits", "pokes")
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attack_verb_simple = list("hit", "poke")
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/// The sausage attatched to our stick.
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var/obj/item/food/sausage/held_sausage
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/// Static list of things our roasting stick can interact with.
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var/static/list/ovens
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/// The beam that links to the oven we use
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var/datum/beam/beam
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/obj/item/melee/roastingstick/Initialize(mapload)
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. = ..()
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if (!ovens)
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ovens = typecacheof(list(/obj/singularity, /obj/energy_ball, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire))
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
hitsound_on = hitsound, \
|
|
clumsy_check = FALSE, \
|
|
inhand_icon_change = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_PRE_TRANSFORM, PROC_REF(attempt_transform))
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_PRE_TRANSFORM].
|
|
*
|
|
* If there is a sausage attached, returns COMPONENT_BLOCK_TRANSFORM.
|
|
*/
|
|
/obj/item/melee/roastingstick/proc/attempt_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(held_sausage)
|
|
to_chat(user, span_warning("You can't retract [src] while [held_sausage] is attached!"))
|
|
return COMPONENT_BLOCK_TRANSFORM
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Gives feedback on stick extension.
|
|
*/
|
|
/obj/item/melee/roastingstick/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
inhand_icon_state = active ? "nullrod" : null
|
|
if(user)
|
|
balloon_alert(user, "[active ? "extended" : "collapsed"] [src]")
|
|
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/melee/roastingstick/attackby(atom/target, mob/user)
|
|
..()
|
|
if (istype(target, /obj/item/food/sausage))
|
|
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
to_chat(user, span_warning("You must extend [src] to attach anything to it!"))
|
|
return
|
|
if (held_sausage)
|
|
to_chat(user, span_warning("[held_sausage] is already attached to [src]!"))
|
|
return
|
|
if (user.transferItemToLoc(target, src))
|
|
held_sausage = target
|
|
else
|
|
to_chat(user, span_warning("[target] doesn't seem to want to get on [src]!"))
|
|
update_appearance()
|
|
|
|
/obj/item/melee/roastingstick/attack_hand(mob/user, list/modifiers)
|
|
..()
|
|
if (held_sausage)
|
|
user.put_in_hands(held_sausage)
|
|
|
|
/obj/item/melee/roastingstick/update_overlays()
|
|
. = ..()
|
|
if(held_sausage)
|
|
. += mutable_appearance(icon, "roastingstick_sausage")
|
|
|
|
/obj/item/melee/roastingstick/Exited(atom/movable/gone, direction)
|
|
. = ..()
|
|
if (gone == held_sausage)
|
|
held_sausage = null
|
|
update_appearance()
|
|
|
|
/obj/item/melee/roastingstick/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return NONE
|
|
if (!is_type_in_typecache(interacting_with, ovens))
|
|
return NONE
|
|
if (istype(interacting_with, /obj/singularity) && get_dist(user, interacting_with) < 10)
|
|
to_chat(user, span_notice("You send [held_sausage] towards [interacting_with]."))
|
|
playsound(src, 'sound/items/rped.ogg', 50, TRUE)
|
|
beam = user.Beam(interacting_with, icon_state = "rped_upgrade", time = 10 SECONDS)
|
|
return ITEM_INTERACT_SUCCESS
|
|
return NONE
|
|
|
|
/obj/item/melee/roastingstick/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return NONE
|
|
if (!is_type_in_typecache(interacting_with, ovens))
|
|
return NONE
|
|
to_chat(user, span_notice("You extend [src] towards [interacting_with]."))
|
|
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
|
finish_roasting(user, interacting_with)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/melee/roastingstick/proc/finish_roasting(user, atom/target)
|
|
if(do_after(user, 10 SECONDS, target = user))
|
|
to_chat(user, span_notice("You finish roasting [held_sausage]."))
|
|
playsound(src, 'sound/items/welder2.ogg', 50, TRUE)
|
|
held_sausage.add_atom_colour(rgb(103, 63, 24), FIXED_COLOUR_PRIORITY)
|
|
held_sausage.name = "[target.name]-roasted [held_sausage.name]"
|
|
held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]."
|
|
update_appearance()
|
|
else
|
|
QDEL_NULL(beam)
|
|
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
|
to_chat(user, span_notice("You put [src] away."))
|
|
|
|
/obj/item/melee/cleric_mace
|
|
name = "cleric mace"
|
|
desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past."
|
|
icon = 'icons/obj/weapons/cleric_mace.dmi'
|
|
icon_state = "default"
|
|
inhand_icon_state = "default"
|
|
worn_icon_state = "default_worn"
|
|
|
|
greyscale_config = /datum/greyscale_config/cleric_mace
|
|
greyscale_config_inhand_left = /datum/greyscale_config/cleric_mace_lefthand
|
|
greyscale_config_inhand_right = /datum/greyscale_config/cleric_mace_righthand
|
|
greyscale_config_worn = /datum/greyscale_config/cleric_mace
|
|
greyscale_colors = COLOR_WHITE
|
|
|
|
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_GREYSCALE | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //Defaults to an Iron Mace.
|
|
slot_flags = ITEM_SLOT_BELT
|
|
force = 14
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
throwforce = 8
|
|
block_chance = 10
|
|
block_sound = 'sound/weapons/genhit.ogg'
|
|
armour_penetration = 50
|
|
attack_verb_continuous = list("smacks", "strikes", "cracks", "beats")
|
|
attack_verb_simple = list("smack", "strike", "crack", "beat")
|
|
|
|
/obj/item/melee/cleric_mace/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
|
|
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
|
|
final_block_chance = 0 //Don't bring a...mace to a gunfight, and also you aren't going to really block someone full body tackling you with a mace
|
|
return ..()
|