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