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Bubberstation/code/game/objects/items/spear.dm
SkyratBot 64c0ecb13f [MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181)

Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().

* Changes grenade proc names to be more clear

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-28 12:55:30 +01:00

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//spears
/obj/item/spear
icon_state = "spearglass0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
throwforce = 20
throw_speed = 4
embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
armour_penetration = 10
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
wound_bonus = -15
bare_wound_bonus = 15
/obj/item/spear/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
AddComponent(/datum/component/jousting)
AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=18, icon_wielded="[icon_prefix]1")
/obj/item/spear/update_icon_state()
icon_state = "[icon_prefix]0"
/obj/item/spear/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if(tip)
if (istype(tip, /obj/item/shard/plasma))
throwforce = 21
icon_prefix = "spearplasma"
AddComponent(/datum/component/two_handed, force_unwielded=11, force_wielded=19, icon_wielded="[icon_prefix]1")
update_icon()
parts_list -= tip
qdel(tip)
return ..()
/obj/item/spear/explosive
name = "explosive lance"
var/obj/item/grenade/explosive = null
var/wielded = FALSE // track wielded status on item
/obj/item/spear/explosive/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
/obj/item/spear/explosive/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=18, icon_wielded="spearbomb1")
/// triggered on wield of two handed item
/obj/item/spear/explosive/proc/on_wield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/spear/explosive/proc/on_unwield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = FALSE
/obj/item/spear/explosive/update_icon_state()
icon_state = "spearbomb0"
/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
if(explosive)
QDEL_NULL(explosive)
G.forceMove(src)
explosive = G
desc = "A makeshift spear with [G] attached to it"
/obj/item/spear/explosive/CheckParts(list/parts_list)
var/obj/item/grenade/G = locate() in parts_list
if(G)
var/obj/item/spear/lancePart = locate() in parts_list
var/datum/component/two_handed/comp_twohand = lancePart.GetComponent(/datum/component/two_handed)
if(comp_twohand)
var/lance_wielded = comp_twohand.force_wielded
var/lance_unwielded = comp_twohand.force_unwielded
AddComponent(/datum/component/two_handed, force_unwielded=lance_unwielded, force_wielded=lance_wielded)
throwforce = lancePart.throwforce
icon_prefix = lancePart.icon_prefix
parts_list -= G
parts_list -= lancePart
set_explosive(G)
qdel(lancePart)
..()
/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.say("[war_cry]", forced="spear warcry")
explosive.forceMove(user)
explosive.detonate()
user.gib()
qdel(src)
return BRUTELOSS
/obj/item/spear/explosive/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to set your war cry.</span>"
/obj/item/spear/explosive/AltClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE))
..()
if(istype(user) && loc == user)
var/input = stripped_input(user,"What do you want your war cry to be? You will shout it when you hit someone in melee.", ,"", 50)
if(input)
src.war_cry = input
/obj/item/spear/explosive/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
if(!proximity)
return
if(wielded)
user.say("[war_cry]", forced="spear warcry")
explosive.forceMove(AM)
explosive.detonate(lanced_by=user)
qdel(src)
//GREY TIDE
/obj/item/spear/grey_tide
name = "\improper Grey Tide"
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
attack_verb_continuous = list("gores")
attack_verb_simple = list("gore")
force=15
/obj/item/spear/grey_tide/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=15, force_wielded=25, icon_wielded="[icon_prefix]1")
/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
. = ..()
if(!proximity)
return
user.faction |= "greytide([REF(user)])"
if(isliving(AM))
var/mob/living/L = AM
if(istype (L, /mob/living/simple_animal/hostile/illusion))
return
if(!L.stat && prob(50))
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
M.faction = user.faction.Copy()
M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
M.GiveTarget(L)
/*
* Bone Spear
*/
/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
force = 12
throwforce = 22
armour_penetration = 15 //Enhanced armor piercing
/obj/item/spear/bonespear/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=12, force_wielded=20, icon_wielded="bone_spear1")
/obj/item/spear/bonespear/update_icon_state()
icon_state = "bone_spear0"