Files
CHOMPStation2/code/game/objects/items/weapons/material/twohanded_ch.dm
Rykka ed798113d9 Compiler Fixes
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:
![](https://i.imgur.com/8iCsb98.png)

- 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.
2021-09-03 17:22:49 -07:00

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/*
*
*Sledgehammer
*Mjollnir
*
*/
/obj/item/weapon/material/twohanded/sledgehammer // a SLEGDGEHAMMER
icon_state = "sledgehammer0"
base_icon = "sledgehammer"
name = "sledgehammer"
desc = "A long, heavy hammer meant to be used with both hands. Typically used for breaking rocks and driving posts, it can also be used for breaking bones or driving points home."
description_info = "This weapon can cleave, striking nearby lesser, hostile enemies close to the primary target. It must be held in both hands to do this."
unwielded_force_divisor = 0.25
force = 25
force_divisor = 0.9 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
hitsound = 'sound/weapons/heavysmash.ogg'
icon = 'icons/obj/hammer_sprites_ch.dmi'
w_class = ITEMSIZE_HUGE
slowdown = 1.5
dulled_divisor = 0.95 //Still metal on a stick
sharp = 0
edge = 0
force_wielded = 23 //A fair bit less than the fireaxe.
attack_verb = list("attacked", "smashed", "crushed", "wacked", "pounded")
applies_material_colour = 0
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material_ch.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material_ch.dmi',
)
/obj/item/weapon/material/twohanded/sledgehammer/update_held_icon()
var/mob/living/M = loc
if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
wielded = 1
pry = 1
force = force_wielded
name = "[base_name] (wielded)"
update_icon()
else
wielded = 0
pry = 0
force = force_unwielded
name = "[base_name]"
update_icon()
..()
/obj/item/weapon/material/twohanded/sledgehammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
..()
if(A && wielded)
if(istype(A,/obj/structure/window))
var/obj/structure/window/W = A
W.shatter()
else if(istype(A,/obj/structure/grille))
qdel(A)
else if(istype(A,/obj/effect/plant))
var/obj/effect/plant/P = A
P.die_off()
// This cannot go into afterattack since some mobs delete themselves upon dying.
/obj/item/weapon/material/twohanded/sledgehammer/pre_attack(var/mob/living/target, var/mob/living/user)
if(istype(target))
cleave(user, target)
/obj/item/weapon/material/twohanded/sledgehammer/mjollnir
icon_state = "mjollnir0"
base_icon = "mjollnir"
name = "Mjollnir"
desc = "A long, heavy hammer. This weapons crackles with barely contained energy."
force_divisor = 2
hitsound = 'sound/effects/lightningbolt.ogg'
force = 50
throwforce = 15
force_wielded = 75
slowdown = 0
/obj/item/weapon/material/twohanded/sledgehammer/mjollnir/afterattack(mob/living/G, mob/user)
..()
if(wielded)
if(prob(10))
G.electrocute_act(500, src, def_zone = BP_TORSO)
return
if(prob(10))
G.dust()
return
else
G.stun_effect_act(10 , 50, BP_TORSO, src)
G.take_organ_damage(10)
G.Paralyse(20)
playsound(src.loc, "sparks", 50, 1)
return
/obj/item/weapon/material/twohanded/sledgehammer/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return