Files
Bubberstation/code/game/objects/items/chainsaw.dm
MrMelbert 558afad6a4 Use any item as a prosthetic arm, what's the worst that could happen? (#91573)
## About The Pull Request


![image](https://github.com/user-attachments/assets/84290f87-8750-4972-8ef1-c22d0cde35a4)

Makes the chainsaw arm code generic, so you can attach any normal or
bulky sized item as an arm

Impl. detail:

Items-as-arms just use inhand sprites unless it has
`/datum/element/prosthetic_icon`. Currently used for chainsaws as the
only item with an implanted sprite.

Chainsaw arm nullrod now fully replaces the arm rather than being a
nodrop item.

When surgically adding any non-bodypart item, applying the item will
result in a loose fitting, and it might fall off on attack. The
following step (tape/suture) removes the fall chance.

## Why It's Good For The Game

Chainsaw arms are funny, but why stop at chainsaws beyond it being an
Evil Dead reference?

## Changelog

🆑 Melbert
add: Any normal or bulky sized item can be used as a prosthetic arm,
instead of just chainsaws.
/🆑
2025-06-19 20:02:07 +02:00

148 lines
5.2 KiB
Plaintext

// CHAINSAW
/obj/item/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon = 'icons/obj/weapons/chainsaw.dmi'
icon_state = "chainsaw"
base_icon_state = "chainsaw"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
force = 13
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
demolition_mod = 1.5
custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 6.5)
attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices")
attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice")
hitsound = SFX_SWING_HIT
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 1.5 //Turn it on first you dork
var/force_on = 24
/// The looping sound for our chainsaw when running
var/datum/looping_sound/chainsaw/chainsaw_loop
/// How long it takes to behead someone with this chainsaw.
var/behead_time = 15 SECONDS
/obj/item/chainsaw/Initialize(mapload)
. = ..()
chainsaw_loop = new(src)
AddComponent( \
/datum/component/transforming, \
force_on = force_on, \
throwforce_on = force_on, \
throw_speed_on = throw_speed, \
sharpness_on = SHARP_EDGED, \
hitsound_on = 'sound/items/weapons/chainsawhit.ogg', \
w_class_on = w_class, \
)
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/items/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
AddElement(/datum/element/prosthetic_icon, "mounted", 180, TRUE)
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
RegisterSignal(src, COMSIG_ITEM_PRE_USED_AS_PROSTHETIC, PROC_REF(disable_twohanded_comp))
RegisterSignal(src, COMSIG_ITEM_DROPPED_FROM_PROSTHETIC, PROC_REF(enable_twohanded_comp))
/obj/item/chainsaw/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
to_chat(user, span_notice("As you pull the starting cord dangling from [src], [active ? "it begins to whirr" : "the chain stops moving"]."))
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
butchering.butchering_enabled = active
if (active)
chainsaw_loop.start()
else
chainsaw_loop.stop()
toolspeed = active ? 0.5 : initial(toolspeed)
update_item_action_buttons()
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/chainsaw/proc/disable_twohanded_comp()
SIGNAL_HANDLER
qdel(GetComponent(/datum/component/two_handed))
/obj/item/chainsaw/proc/enable_twohanded_comp()
SIGNAL_HANDLER
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
/obj/item/chainsaw/get_demolition_modifier(obj/target)
return HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? demolition_mod : 0.8
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
user.visible_message(span_suicide("[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/weapons/genhit1.ogg', 100, TRUE)
return BRUTELOSS
user.visible_message(span_suicide("[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/weapons/chainsawhit.ogg', 100, TRUE)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(myhead)
myhead.dismember()
return BRUTELOSS
/obj/item/chainsaw/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
if (target_mob.stat != DEAD)
return ..()
if (user.zone_selected != BODY_ZONE_HEAD)
return ..()
var/obj/item/bodypart/head = target_mob.get_bodypart(BODY_ZONE_HEAD)
if (isnull(head))
return ..()
playsound(user, 'sound/items/weapons/slice.ogg', vol = 80, vary = TRUE)
target_mob.balloon_alert(user, "cutting off head...")
if (!do_after(user, behead_time, target_mob, extra_checks = CALLBACK(src, PROC_REF(has_same_head), target_mob, head)))
return TRUE
head.dismember(silent = FALSE)
user.put_in_hands(head)
return TRUE
/obj/item/chainsaw/proc/has_same_head(mob/living/target_mob, obj/item/bodypart/head)
return target_mob.get_bodypart(BODY_ZONE_HEAD) == head
/**
* Handles adding components to the chainsaw. Added in Initialize()
*
* Applies components to the chainsaw. Added as a separate proc to allow for
* variance between subtypes
*/
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = span_warning("VRRRRRRR!!!")
armour_penetration = 100
force_on = 30
behead_time = 2 SECONDS
/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, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message(span_danger("Ranged attacks just make [owner] angrier!"))
playsound(src, SFX_BULLET_MISS, 75, TRUE)
return TRUE
return FALSE
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"