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* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) * Fixes all the conflicts and all of our modular files using core icon files with broken paths Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
287 lines
10 KiB
Plaintext
287 lines
10 KiB
Plaintext
/obj/item/shield
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name = "shield"
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icon = 'icons/obj/weapons/shields.dmi'
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block_chance = 50
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 80, ACID = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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return TRUE
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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icon_state = "riot"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = ITEM_SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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transparent = TRUE
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max_integrity = 75
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(transparent && (hitby.pass_flags & PASSGLASS))
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return FALSE
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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final_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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final_block_chance = 100
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. = ..()
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if(.)
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on_shield_block(owner, hitby, attack_text, damage, attack_type)
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message(span_warning("[user] bashes [src] with [W]!"))
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, TRUE)
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cooldown = world.time
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else if(istype(W, /obj/item/stack/sheet/mineral/titanium))
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if (atom_integrity >= max_integrity)
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to_chat(user, span_warning("[src] is already in perfect condition."))
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else
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var/obj/item/stack/sheet/mineral/titanium/T = W
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T.use(1)
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src] with [T]."))
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else
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return ..()
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/obj/item/shield/riot/examine(mob/user)
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. = ..()
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var/healthpercent = round((atom_integrity/max_integrity) * 100, 1)
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switch(healthpercent)
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if(50 to 99)
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. += span_info("It looks slightly damaged.")
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if(25 to 50)
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. += span_info("It appears heavily damaged.")
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if(0 to 25)
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. += span_warning("It's falling apart!")
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/obj/item/shield/riot/proc/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/glassbr3.ogg', 100)
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new /obj/item/shard((get_turf(src)))
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/obj/item/shield/riot/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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if (atom_integrity <= damage)
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var/turf/T = get_turf(owner)
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T.visible_message(span_warning("[hitby] destroys [src]!"))
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shatter(owner)
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qdel(src)
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return FALSE
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take_damage(damage)
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return ..()
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/obj/item/shield/riot/roman
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name = "\improper Roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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inhand_icon_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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transparent = FALSE
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custom_materials = list(/datum/material/iron=8500)
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max_integrity = 65
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/obj/item/shield/riot/roman/fake
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
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block_chance = 0
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
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max_integrity = 30
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/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/grillehit.ogg', 100)
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new /obj/item/stack/sheet/iron(get_turf(src))
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/obj/item/shield/riot/buckler
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name = "wooden buckler"
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desc = "A medieval wooden buckler."
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icon_state = "buckler"
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inhand_icon_state = "buckler"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10)
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resistance_flags = FLAMMABLE
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block_chance = 30
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transparent = FALSE
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max_integrity = 55
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/bang.ogg', 50)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src))
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/obj/item/shield/riot/flash
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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var/obj/item/assembly/flash/handheld/embedded_flash
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/obj/item/shield/riot/flash/Initialize(mapload)
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. = ..()
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embedded_flash = new(src)
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AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDS)
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/obj/item/shield/riot/flash/attack(mob/living/M, mob/user)
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. = embedded_flash.attack(M, user)
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update_appearance()
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/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
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. = embedded_flash.attack_self(user)
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update_appearance()
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/obj/item/shield/riot/flash/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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. = ..()
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if (. && !embedded_flash.burnt_out)
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embedded_flash.activate()
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update_appearance()
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/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/assembly/flash/handheld))
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var/obj/item/assembly/flash/handheld/flash = W
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if(flash.burnt_out)
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to_chat(user, span_warning("No sense replacing it with a broken bulb!"))
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return
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else
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to_chat(user, span_notice("You begin to replace the bulb..."))
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if(do_after(user, 20, target = user))
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if(flash.burnt_out || !flash || QDELETED(flash))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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qdel(embedded_flash)
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embedded_flash = flash
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flash.forceMove(src)
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update_appearance()
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return
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..()
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/obj/item/shield/riot/flash/emp_act(severity)
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. = ..()
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embedded_flash.emp_act(severity)
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update_appearance()
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/obj/item/shield/riot/flash/update_icon_state()
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if(!embedded_flash || embedded_flash.burnt_out)
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icon_state = "riot"
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inhand_icon_state = "riot"
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else
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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return ..()
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/obj/item/shield/riot/flash/examine(mob/user)
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. = ..()
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if (embedded_flash?.burnt_out)
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. += span_info("The mounted bulb has burnt out. You can try replacing it with a new one.")
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/obj/item/shield/energy
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name = "energy combat shield"
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desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
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icon_state = "eshield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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throw_range = 5
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force = 3
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throwforce = 3
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throw_speed = 3
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/// Whether the shield is currently extended and protecting the user.
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var/enabled = FALSE
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/// Force of the shield when active.
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var/active_force = 10
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/// Throwforce of the shield when active.
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var/active_throwforce = 8
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/// Throwspeed of ethe shield when active.
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var/active_throw_speed = 2
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/// Whether clumsy people can transform this without side effects.
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var/can_clumsy_use = FALSE
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/obj/item/shield/energy/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/transforming, \
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force_on = active_force, \
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throwforce_on = active_throwforce, \
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throw_speed_on = active_throw_speed, \
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hitsound_on = hitsound, \
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clumsy_check = !can_clumsy_use)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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/obj/item/shield/energy/IsReflect()
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return enabled
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*/
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/obj/item/shield/energy/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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enabled = active
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balloon_alert(user, "[active ? "activated":"deactivated"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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icon_state = "teleriot"
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worn_icon_state = "teleriot"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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custom_materials = list(/datum/material/iron = 3600, /datum/material/glass = 3600, /datum/material/silver = 270, /datum/material/titanium = 180)
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slot_flags = null
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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/// Whether the shield is extended and protecting the user..
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var/extended = FALSE
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/obj/item/shield/riot/tele/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/transforming, \
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force_on = 8, \
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throwforce_on = 5, \
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throw_speed_on = 2, \
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hitsound_on = hitsound, \
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w_class_on = WEIGHT_CLASS_BULKY, \
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attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
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attack_verb_simple_on = list("smack", "strike", "crack", "beat"))
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(extended)
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return ..()
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return FALSE
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Allows it to be placed on back slot when active.
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*/
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/obj/item/shield/riot/tele/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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extended = active
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slot_flags = active ? ITEM_SLOT_BACK : null
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playsound(user ? user : src, 'sound/weapons/batonextend.ogg', 50, TRUE)
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balloon_alert(user, "[active ? "extended" : "collapsed"]")
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return COMPONENT_NO_DEFAULT_MESSAGE
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