Files
Bubberstation/code/game/objects/items/fireaxe.dm
SkyratBot 4c01e3f805 [MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️

* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

* Modular

* Update misc.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 07:58:26 +00:00

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/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
icon = 'icons/obj/weapons/fireaxe.dmi'
icon_state = "fireaxe0"
base_icon_state = "fireaxe"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
demolition_mod = 1.25
w_class = WEIGHT_CLASS_BULKY
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
armor_type = /datum/armor/item_fireaxe
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
/// How much damage to do unwielded
var/force_unwielded = 5
/// How much damage to do wielded
var/force_wielded = 24
/datum/armor/item_fireaxe
fire = 100
acid = 30
/obj/item/fireaxe/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 10 SECONDS, \
effectiveness = 80, \
bonus_modifier = 0 , \
butcher_sound = hitsound, \
)
//axes are not known for being precision butchering tools
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[base_icon_state]1")
/obj/item/fireaxe/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/fireaxe/suicide_act(mob/living/user)
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!"))
return BRUTELOSS
/obj/item/fireaxe/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(HAS_TRAIT(src, TRAIT_WIELDED)) //destroys windows and grilles in one hit
if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
if(!(A.resistance_flags & INDESTRUCTIBLE))
var/obj/structure/W = A
W.atom_destruction("fireaxe")
/*
* Bone Axe
*/
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
base_icon_state = "bone_axe"
name = "bone axe"
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."
force_unwielded = 5
force_wielded = 23
/*
* Metal Hydrogen Axe
*/
/obj/item/fireaxe/metal_h2_axe
icon_state = "metalh2_axe0"
base_icon_state = "metalh2_axe"
name = "metallic hydrogen axe"
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."
force_unwielded = 5
force_wielded = 15
demolition_mod = 2
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
usesound = 'sound/items/crowbar.ogg'