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
This commit is contained in:
SamCroswell
2014-11-08 14:12:11 -05:00
parent 722fd6a1e0
commit 28c15dcc26
5 changed files with 19 additions and 3 deletions
@@ -1,6 +1,7 @@
/obj/item/weapon/melee/energy
var/active = 0
no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
/obj/item/weapon/melee/energy/suicide_act(mob/user)
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>", \
@@ -16,6 +17,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
hitsound = "swing_hit"
flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS
origin_tech = "combat=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
@@ -37,6 +39,7 @@
throw_speed = 1
throw_range = 5
w_class = 2.0
hitsound = "swing_hit"
flags = FPRINT | TABLEPASS | NOSHIELD
origin_tech = "magnets=3;syndicate=4"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -39,6 +39,7 @@
icon_state = "sword[_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
hitsound = 'sound/weapons/blade1.ogg'
user << "\blue [src] is now active."
else
force = 3
@@ -48,6 +49,7 @@
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
hitsound = "swing_hit"
user << "\blue [src] can now be concealed."
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
@@ -250,11 +252,13 @@
src.force = 150
src.icon_state = "axe1"
src.w_class = 5
hitsound = 'sound/weapons/blade1.ogg'
else
user << "\blue The axe can now be concealed."
src.force = 40
src.icon_state = "axe0"
src.w_class = 5
hitsound = "swing_hit"
src.add_fingerprint(user)
return
@@ -196,6 +196,7 @@ obj/item/weapon/twohanded/
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/obj/item/weapon/twohanded/dualsaber/update_icon()
icon_state = "dualsaber[wielded]"
@@ -227,6 +228,13 @@ obj/item/weapon/twohanded/
New()
color = "red"
/obj/item/weapon/twohanded/dualsaber/unwield()
..()
hitsound = "swing_hit"
/obj/item/weapon/twohanded/dualsaber/wield()
..()
hitsound = 'sound/weapons/blade1.ogg'
//spears
/obj/item/weapon/twohanded/spear