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Bubberstation/code/game/objects/items/chainsaw.dm
nightred 15452cac44 [READY] Two Handed Component (#49422)
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)
2020-03-04 11:26:01 +13:00

92 lines
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// 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", "torn", "cut", "chopped", "diced")
hitsound = "swing_hit"
sharpness = IS_SHARP
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/get_dismemberment_chance()
if(wielded)
. = ..()
/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