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Fixes in order: - Removes List of defines in misc_ch.dm that are no longer used - they're defined here for the casino prize dispenser, making these obsolete:  - Fixes relative pathing in mecha_parts_ch.dm - Fixes relative pathing in bodybag.dm - Fixes relative pathing in sahoc_ch.dm - Fixes relative pathing in toys_yw.dm - Fixes def_zone being defined when only the variable was needed in twohanded_ch.dm - Fixes relative pathing in trash_pile_vr_ch.dm - Fixes clip_mask being missing in misc_ch.dm - Fixes relative pathing in tesh_synth_facemask.dm - Fixes absolute path being indented in by one (typo?) - Fixes relative pathing in armor_yw.dm - Fixes unreachable parent call in audible_scream_ch.dm - Fixes VERM_LIZARDS being undefined when it wasn't defined, as VERM_LIZARDMEN was the variable being defined + used in mutants.dm - Removes two un-needed parent calls - these procs have no parent on /obj/structure - thecake_ch.dm - Fixes invalid kword nano_state in protean_blob.dm - Fixes relative pathing in drone_manufacturer_unify.dm - Fixes relative pathing in synx.dm - Removes arguments of drop_item that don't exist (port was from TG and had force_drop = 1 and src defined.) - vox.dm - Added vision_required = TRUE to fix proc argument missing - bigdragon_ch.dm - Added include_robo = TRUE to fix argument missing in demon_ch.dm - Fixes relative pathing in rakshasa_abilities.dm - Adds comment to solargrub.dm, unable to fix operator overload error yet. - Fixes relative pathing in sprite_accessories_extra_ch.dm - Fixes relative pathing in sprite_accessories_yw.dm - Fixes relative pathing in phase.dm - Fixes relative pathing in bluespacecoffee.dm - Fixes relative pathing in other_ch.dm - Fixes relative pathing and ambigious ! in living_ch.dm - Fixes relative pathing in custom_clothes_yw.dm - Fixes relative pathing in custom_rigs_yw.dm - Fixes relative pathing in MadokaSpear.dm - Comments out duplicate #includes in southern_cross.dm as vorestation.dme has them #include'd.
129 lines
3.4 KiB
Plaintext
129 lines
3.4 KiB
Plaintext
/* Two-handed Weapons
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* Contains:
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* Twohanded
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* Fireaxe
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* Double-Bladed Energy Swords
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*/
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/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/*
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* Twohanded
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*/
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/obj/item/weapon/oldtwohanded
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var/wielded = 0
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var/force_wielded = 0
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var/wieldsound = null
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var/unwieldsound = null
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var/base_icon
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/obj/item/weapon/oldtwohanded/proc/unwield()
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wielded = 0
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force = initial(force)
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name = "[initial(name)]"
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update_icon()
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/obj/item/weapon/oldtwohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[initial(name)] (Wielded)"
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update_icon()
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/obj/item/weapon/oldtwohanded/New()
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..()
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update_icon()
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/obj/item/weapon/oldtwohanded/mob_can_equip(M as mob, slot, disable_warning = FALSE)
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//Cannot equip wielded items.
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if(wielded)
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to_chat(M, "<span class='warning'>Unwield the [initial(name)] first!</span>")
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return 0
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return ..()
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/obj/item/weapon/oldtwohanded/dropped(mob/user as mob)
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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if(user)
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var/obj/item/weapon/oldtwohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return unwield()
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/obj/item/weapon/oldtwohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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/obj/item/weapon/oldtwohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/oldtwohanded/attack_self(mob/user as mob)
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..()
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if(wielded) //Trying to unwield it
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unwield()
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user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
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if (src.unwieldsound)
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playsound(src.loc, unwieldsound, 50, 1)
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var/obj/item/weapon/oldtwohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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else //Trying to wield it
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if(user.get_inactive_hand())
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user << "<span class='warning'>You need your other hand to be empty</span>"
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return
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wield()
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user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
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if (src.wieldsound)
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playsound(src.loc, wieldsound, 50, 1)
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var/obj/item/weapon/oldtwohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[initial(name)] - offhand"
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O.desc = "Your second grip on the [initial(name)]"
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user.put_in_inactive_hand(O)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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return
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///////////OFFHAND///////////////
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/obj/item/weapon/oldtwohanded/offhand
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w_class = 5.0
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icon_state = "offhand"
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name = "offhand"
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/obj/item/weapon/oldtwohanded/offhand/unwield()
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qdel(src)
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/obj/item/weapon/oldtwohanded/offhand/wield()
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qdel(src)
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/obj/item/weapon/oldtwohanded/offhand/update_icon()
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return
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//spears, bay edition
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/obj/item/weapon/oldtwohanded/spear
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icon_state = "spearglass0"
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base_icon = "spearglass"
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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 = 14
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_wielded = 22 // Was 13, Buffed - RR
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throwforce = 20
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throw_speed = 3
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edge = 0
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sharp = 1
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") |