Files
Bubberstation/code/game/objects/items/chainsaw.dm
Ryll Ryll 46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00

88 lines
3.3 KiB
Plaintext

// CHAINSAW
/obj/item/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon_state = "chainsaw_off"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
flags_1 = CONDUCT_1
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
custom_materials = list(/datum/material/iron=13000)
attack_verb = list("sawed", "tore", "lacerated", "cut", "chopped", "diced")
hitsound = "swing_hit"
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 0.5
var/on = FALSE
var/wielded = FALSE // track wielded status on item
/obj/item/chainsaw/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/chainsaw/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 100, 0, 'sound/weapons/chainsawhit.ogg', TRUE)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
/// triggered on wield of two handed item
/obj/item/chainsaw/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/chainsaw/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(on)
user.visible_message("<span class='suicide'>[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/weapons/chainsawhit.ogg', 100, TRUE)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(myhead)
myhead.dismember()
else
user.visible_message("<span class='suicide'>[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/weapons/genhit1.ogg', 100, TRUE)
return(BRUTELOSS)
/obj/item/chainsaw/attack_self(mob/user)
on = !on
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(force)
icon_state = "chainsaw_[on ? "on" : "off"]"
var/datum/component/butchering/butchering = src.GetComponent(/datum/component/butchering)
butchering.butchering_enabled = on
if(on)
hitsound = 'sound/weapons/chainsawhit.ogg'
else
hitsound = "swing_hit"
if(src == user.get_active_held_item()) //update inhands
user.update_inv_hands()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
armour_penetration = 100
force_on = 30
/obj/item/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
return 1
return 0