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About The Pull Request For an item to be two handed just add this handy component. All existing two handed items have been converted to use this component. Why It's Good For The Game It has components and signals, and now you can make items two handed so simply. /obj/item/shockpaddles/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed)
121 lines
3.4 KiB
Plaintext
121 lines
3.4 KiB
Plaintext
/datum/wires/explosive
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var/duds_number = 2 // All "dud" wires cause an explosion when cut or pulsed
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randomize = TRUE // Prevents wires from showing up on blueprints
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/datum/wires/explosive/New(atom/holder)
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add_duds(duds_number) // Duds also explode here.
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..()
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/datum/wires/explosive/on_pulse(index)
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explode()
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/datum/wires/explosive/on_cut(index, mend)
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explode()
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/datum/wires/explosive/proc/explode()
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return
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/datum/wires/explosive/chem_grenade
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duds_number = 1
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holder_type = /obj/item/grenade/chem_grenade
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var/fingerprint
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/datum/wires/explosive/chem_grenade/interactable(mob/user)
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var/obj/item/grenade/chem_grenade/G = holder
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if(G.stage == GRENADE_WIRED)
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return TRUE
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/datum/wires/explosive/chem_grenade/attach_assembly(color, obj/item/assembly/S)
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if(istype(S,/obj/item/assembly/timer))
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var/obj/item/grenade/chem_grenade/G = holder
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var/obj/item/assembly/timer/T = S
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G.det_time = T.saved_time*10
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else if(istype(S,/obj/item/assembly/prox_sensor))
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var/obj/item/grenade/chem_grenade/G = holder
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G.landminemode = S
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S.proximity_monitor.wire = TRUE
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fingerprint = S.fingerprintslast
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return ..()
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/datum/wires/explosive/chem_grenade/explode()
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var/obj/item/grenade/chem_grenade/G = holder
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var/obj/item/assembly/assembly = get_attached(get_wire(1))
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message_admins("\An [assembly] has pulsed a grenade, which was installed by [fingerprint].")
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log_game("\An [assembly] has pulsed a grenade, which was installed by [fingerprint].")
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var/mob/M = get_mob_by_ckey(fingerprint)
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var/turf/T = get_turf(M)
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G.log_grenade(M, T)
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G.prime()
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/datum/wires/explosive/chem_grenade/detach_assembly(color)
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var/obj/item/assembly/S = get_attached(color)
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if(S && istype(S))
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assemblies -= color
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S.connected = null
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S.forceMove(holder.drop_location())
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var/obj/item/grenade/chem_grenade/G = holder
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G.landminemode = null
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return S
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/datum/wires/explosive/c4 // Also includes X4
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holder_type = /obj/item/grenade/c4
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/datum/wires/explosive/c4/interactable(mob/user) // No need to unscrew wire panels on plastic explosives
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return TRUE
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/datum/wires/explosive/c4/explode()
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var/obj/item/grenade/c4/P = holder
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P.prime()
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/datum/wires/explosive/pizza
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holder_type = /obj/item/pizzabox
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/datum/wires/explosive/pizza/New(atom/holder)
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wires = list(
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WIRE_DISARM
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)
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add_duds(3) // Duds also explode here.
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..()
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/datum/wires/explosive/pizza/interactable(mob/user)
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var/obj/item/pizzabox/P = holder
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if(P.open && P.bomb)
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return TRUE
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/datum/wires/explosive/pizza/get_status()
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var/obj/item/pizzabox/P = holder
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var/list/status = list()
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status += "The red light is [P.bomb_active ? "on" : "off"]."
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status += "The green light is [P.bomb_defused ? "on": "off"]."
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return status
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/datum/wires/explosive/pizza/on_pulse(wire)
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var/obj/item/pizzabox/P = holder
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switch(wire)
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if(WIRE_DISARM) // Pulse to toggle
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P.bomb_defused = !P.bomb_defused
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else // Boom
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explode()
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/datum/wires/explosive/pizza/on_cut(wire, mend)
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var/obj/item/pizzabox/P = holder
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switch(wire)
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if(WIRE_DISARM) // Disarm and untrap the box.
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if(!mend)
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P.bomb_defused = TRUE
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else
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if(!mend && !P.bomb_defused)
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explode()
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/datum/wires/explosive/pizza/explode()
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var/obj/item/pizzabox/P = holder
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P.bomb.detonate()
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/datum/wires/explosive/gibtonite
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holder_type = /obj/item/gibtonite
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/datum/wires/explosive/gibtonite/explode()
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var/obj/item/gibtonite/P = holder
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P.GibtoniteReaction(null, 2)
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