mirror of
https://github.com/Bubberstation/Bubberstation.git
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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
182 lines
6.4 KiB
Plaintext
182 lines
6.4 KiB
Plaintext
//spears
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/obj/item/spear
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icon_state = "spearglass0"
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lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 10
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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throwforce = 20
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throw_speed = 4
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embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
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armour_penetration = 10
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custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
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attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
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sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
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max_integrity = 200
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
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var/war_cry = "AAAAARGH!!!"
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var/icon_prefix = "spearglass"
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wound_bonus = -15
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bare_wound_bonus = 15
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/obj/item/spear/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
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AddComponent(/datum/component/jousting)
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AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=18, icon_wielded="[icon_prefix]1")
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update_appearance()
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/obj/item/spear/update_icon_state()
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icon_state = "[icon_prefix]0"
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return ..()
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/obj/item/spear/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/spear/CheckParts(list/parts_list)
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var/obj/item/shard/tip = locate() in parts_list
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if(tip)
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if (istype(tip, /obj/item/shard/plasma))
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throwforce = 21
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icon_prefix = "spearplasma"
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AddComponent(/datum/component/two_handed, force_unwielded=11, force_wielded=19, icon_wielded="[icon_prefix]1")
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update_appearance()
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parts_list -= tip
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qdel(tip)
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return ..()
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/obj/item/spear/explosive
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name = "explosive lance"
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icon_state = "spearbomb0"
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base_icon_state = "spearbomb"
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icon_prefix = "spearbomb"
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var/obj/item/grenade/explosive = null
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var/wielded = FALSE // track wielded status on item
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/obj/item/spear/explosive/Initialize(mapload)
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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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set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
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/obj/item/spear/explosive/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=18, icon_wielded="[icon_prefix]1")
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/// triggered on wield of two handed item
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/obj/item/spear/explosive/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/spear/explosive/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
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if(explosive)
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QDEL_NULL(explosive)
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G.forceMove(src)
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explosive = G
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desc = "A makeshift spear with [G] attached to it"
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/obj/item/spear/explosive/CheckParts(list/parts_list)
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var/obj/item/grenade/G = locate() in parts_list
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if(G)
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var/obj/item/spear/lancePart = locate() in parts_list
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var/datum/component/two_handed/comp_twohand = lancePart.GetComponent(/datum/component/two_handed)
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if(comp_twohand)
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var/lance_wielded = comp_twohand.force_wielded
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var/lance_unwielded = comp_twohand.force_unwielded
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AddComponent(/datum/component/two_handed, force_unwielded=lance_unwielded, force_wielded=lance_wielded)
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throwforce = lancePart.throwforce
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icon_prefix = lancePart.icon_prefix
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parts_list -= G
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parts_list -= lancePart
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set_explosive(G)
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qdel(lancePart)
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..()
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/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.say("[war_cry]", forced="spear warcry")
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explosive.forceMove(user)
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explosive.detonate()
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user.gib()
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qdel(src)
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return BRUTELOSS
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/obj/item/spear/explosive/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to set your war cry.")
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/obj/item/spear/explosive/AltClick(mob/user)
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if(user.canUseTopic(src, BE_CLOSE))
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..()
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if(istype(user) && loc == user)
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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)
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if(input)
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src.war_cry = input
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/obj/item/spear/explosive/afterattack(atom/movable/AM, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(wielded)
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user.say("[war_cry]", forced="spear warcry")
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explosive.forceMove(AM)
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explosive.detonate(lanced_by=user)
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qdel(src)
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//GREY TIDE
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/obj/item/spear/grey_tide
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name = "\improper Grey Tide"
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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."
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attack_verb_continuous = list("gores")
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attack_verb_simple = list("gore")
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force=15
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/obj/item/spear/grey_tide/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded=15, force_wielded=25, icon_wielded="[icon_prefix]1")
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/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
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. = ..()
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if(!proximity)
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return
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user.faction |= "greytide([REF(user)])"
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if(isliving(AM))
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var/mob/living/L = AM
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if(istype (L, /mob/living/simple_animal/hostile/illusion))
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return
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if(!L.stat && prob(50))
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var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
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M.faction = user.faction.Copy()
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M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
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M.GiveTarget(L)
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/*
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* Bone Spear
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*/
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/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
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icon_state = "bone_spear0"
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base_icon_state = "bone_spear0"
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icon_prefix = "bone_spear"
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name = "bone spear"
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desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
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force = 12
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throwforce = 22
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armour_penetration = 15 //Enhanced armor piercing
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/obj/item/spear/bonespear/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded=12, force_wielded=20, icon_wielded="[icon_prefix]1")
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