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ESword Changes
- All weapons now have a 'no_embed' var. If this var is set to 1 (It is 0 by default) the item will bypass checks to embed into people during melee combat and when thrown. This is intended to be used for items such as the esword, where it is physically impossible for it to be embedded into someone, as opposed to something like the telebaton, where it's simply improbably that would get embedded into anyone. - All energy-based melee weapons have no_embed set to 1. - All energy-based melee weapons now have a more appropriate hitsound when active. See: blade1.ogg
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@@ -1,6 +1,7 @@
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/obj/item/weapon/melee/energy
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var/active = 0
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no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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/obj/item/weapon/melee/energy/suicide_act(mob/user)
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viewers(user) << pick("<span class='suicide'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>", \
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@@ -16,6 +17,7 @@
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throw_speed = 1
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throw_range = 5
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w_class = 3.0
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hitsound = "swing_hit"
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flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS
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origin_tech = "combat=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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@@ -37,6 +39,7 @@
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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hitsound = "swing_hit"
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flags = FPRINT | TABLEPASS | NOSHIELD
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origin_tech = "magnets=3;syndicate=4"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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@@ -39,6 +39,7 @@
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icon_state = "sword[_color]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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hitsound = 'sound/weapons/blade1.ogg'
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user << "\blue [src] is now active."
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else
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force = 3
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@@ -48,6 +49,7 @@
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icon_state = "sword0"
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w_class = 2
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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hitsound = "swing_hit"
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user << "\blue [src] can now be concealed."
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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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@@ -250,11 +252,13 @@
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src.force = 150
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src.icon_state = "axe1"
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src.w_class = 5
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hitsound = 'sound/weapons/blade1.ogg'
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else
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user << "\blue The axe can now be concealed."
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src.force = 40
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src.icon_state = "axe0"
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src.w_class = 5
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hitsound = "swing_hit"
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src.add_fingerprint(user)
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return
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@@ -196,6 +196,7 @@ obj/item/weapon/twohanded/
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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icon_state = "dualsaber[wielded]"
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@@ -227,6 +228,13 @@ obj/item/weapon/twohanded/
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New()
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color = "red"
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/obj/item/weapon/twohanded/dualsaber/unwield()
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..()
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hitsound = "swing_hit"
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/obj/item/weapon/twohanded/dualsaber/wield()
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..()
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hitsound = 'sound/weapons/blade1.ogg'
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//spears
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/obj/item/weapon/twohanded/spear
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