Files
Bubberstation/code/game/objects/items/weapons/twohanded.dm
Razharas b7b45881b2 Made abstract a flag and other stuff
Everything that had abstract var now has ABSTRACT flag
Everything that checked abstract var now checks ABSTRACT flag
Fixed some runtimes
Fixed click code and face direction changing while cuffed
Added del to all attack_* of the proboscis in case shit goes real
AStar is still weird so added  a simple sanity check
2013-11-18 03:53:50 +04:00

261 lines
7.5 KiB
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/* Two-handed Weapons
* Contains:
* Twohanded
* Fireaxe
* Double-Bladed Energy Swords
* Spears
*/
/*##################################################################
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
####################################################################*/
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
//It also tidies stuff up elsewhere.
/*
* Twohanded
*/
/obj/item/weapon/twohanded
var/wielded = 0
var/force_unwielded = 0
var/force_wielded = 0
var/wieldsound = null
var/unwieldsound = null
/obj/item/weapon/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[initial(name)]"
update_icon()
/obj/item/weapon/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[initial(name)] (Wielded)"
update_icon()
/obj/item/weapon/twohanded/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [initial(name)] first!</span>"
return 0
return ..()
/obj/item/weapon/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/weapon/twohanded/update_icon()
return
/obj/item/weapon/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/twohanded/attack_self(mob/user as mob)
if( istype(user,/mob/living/carbon/monkey) )
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
..()
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
if (src.unwieldsound)
playsound(src.loc, unwieldsound, 50, 1)
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return
else //Trying to wield it
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty</span>"
return
wield()
user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
if (src.wieldsound)
playsound(src.loc, wieldsound, 50, 1)
var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]"
user.put_in_inactive_hand(O)
return
///////////OFFHAND///////////////
/obj/item/weapon/twohanded/offhand
name = "offhand"
icon_state = "offhand"
w_class = 5.0
flags = ABSTRACT
/obj/item/weapon/twohanded/offhand/unwield()
del(src)
/obj/item/weapon/twohanded/offhand/wield()
del(src)
/obj/item/weapon/twohanded/offhand/IsShield()//if the actual twohanded weapon is a shield, we count as a shield too!
var/mob/user = loc
if(!istype(user)) return 0
var/obj/item/I = user.get_active_hand()
if(I == src) I = user.get_inactive_hand()
if(!I) return 0
return I.IsShield()
/*
* Fireaxe
*/
/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 24 // Was 18, Buffed - RobRichards/RR
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]"
return
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
del(A)
/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/weapon/twohanded/dualsaber
icon_state = "dualsaber0"
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
force_unwielded = 3
force_wielded = 34
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
flags = FPRINT | TABLEPASS | NOSHIELD
origin_tech = "magnets=3;syndicate=4"
item_color = "green"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/hacked = 0
reflect_chance = 0
/obj/item/weapon/twohanded/dualsaber/New()
item_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/twohanded/dualsaber/update_icon()
if(wielded)
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()//blood overlays get weird otherwise, because the sprite changes.
return
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
..()
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
user.take_organ_damage(20,25)
return
if((wielded) && prob(50))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
user.dir = i
sleep(1)
/obj/item/weapon/twohanded/dualsaber/IsShield()
if(wielded)
return 1
else
return 0
/obj/item/weapon/twohanded/dualsaber/wield() //Specific wield () hulk checks due to reflect_chance var for balance issues
wielded = 1
var/mob/living/M = loc
if(istype(loc, /mob/living))
if (HULK in M.mutations)
loc << "<span class='warning'>You lack the grace to wield this to its full extent.</span>"
force = force_wielded
name = "[initial(name)] (Wielded)"
update_icon()
/obj/item/weapon/twohanded/dualsaber/IsReflect()
if(wielded)
var/mob/living/M = loc
if(istype(loc, /mob/living))
if (HULK in M.mutations)
return
return 1
/obj/item/weapon/twohanded/dualsaber/green
New()
item_color = "green"
/obj/item/weapon/twohanded/dualsaber/red
New()
item_color = "red"
/obj/item/weapon/twohanded/dualsaber/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/device/multitool))
if(hacked == 0)
hacked = 1
user << "<span class='warning'>2XRNBW_ENGAGE</span>"
item_color = "rainbow"
update_icon()
else
user << "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>"
//spears
/obj/item/weapon/twohanded/spear
icon_state = "spearglass0"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = 4.0
slot_flags = SLOT_BACK
force_unwielded = 10
force_wielded = 18 // Was 13, Buffed - RR
throwforce = 15
flags = FPRINT | TABLEPASS | NOSHIELD
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
/obj/item/weapon/twohanded/spear/update_icon()
icon_state = "spearglass[wielded]"
return