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