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Esword update
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@@ -30,10 +30,13 @@
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/sword
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var/hacked = 0
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var/blade_color
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color
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "sword0"
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icon_override = 'icons/mob/in-hand/swords.dmi'
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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@@ -24,7 +24,7 @@
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return 0
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/obj/item/weapon/melee/energy/sword/New()
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_color = pick("red","blue","green","purple")
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blade_color = pick("red","blue","green","purple")
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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if ((M_CLUMSY in user.mutations) && prob(50))
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@@ -36,7 +36,7 @@
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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icon_state = "cutlass1"
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else
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icon_state = "sword[_color]"
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icon_state = "sword[blade_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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@@ -67,9 +67,29 @@
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user.adjustBrainLoss(10)
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else
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user << "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>"
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new /obj/item/weapon/twohanded/dualsaber(user.loc)
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var/obj/item/weapon/twohanded/dualsaber/newSaber = new /obj/item/weapon/twohanded/dualsaber(user.loc)
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if(src.hacked) // That's right, we'll only check the "original" esword.
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newSaber.hacked = 1
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newSaber.blade_color = "rainbow"
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del(W)
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del(src)
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else if(istype(W, /obj/item/device/multitool))
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if(hacked == 0)
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hacked = 1
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blade_color = "rainbow"
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user << "<span class='warning'>RNBW_ENGAGE</span>"
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if(active)
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icon_state = "swordrainbow"
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// Updating overlays, copied from welder code.
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// I tried calling attack_self twice, which looked cool, except it somehow didn't update the overlays!!
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if(user.r_hand == src)
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user.update_inv_r_hand(0)
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else if(user.l_hand == src)
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user.update_inv_l_hand(0)
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else
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user << "<span class='warning'>It's already fabulous!</span>"
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/*
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* Classic Baton
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*/
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@@ -191,6 +191,9 @@ obj/item/weapon/twohanded/
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* Double-Bladed Energy Swords - Cheridan
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*/
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/obj/item/weapon/twohanded/dualsaber
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var/hacked = 0
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var/blade_color
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icon_override = 'icons/mob/in-hand/swords.dmi'
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icon_state = "dualsaber0"
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name = "double-bladed energy sword"
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desc = "Handle with care."
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@@ -210,20 +213,14 @@ obj/item/weapon/twohanded/
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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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/* Here for when we can add items to left and right hands again, but currently this cannot be done due to the lack of in-hand icons for dual eswords aside from the green one.
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/obj/item/weapon/twohanded/dualsaber/New()
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item_color = pick("red", "blue", "green", "purple")
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blade_color = pick("red", "blue", "green", "purple")
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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if(wielded)
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icon_state = "dualsaber[item_color][wielded]"
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icon_state = "dualsaber[blade_color][wielded]"
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else
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icon_state = "dualsaber0"
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*/
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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icon_state = "dualsaber[wielded]"
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return
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/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
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..()
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@@ -245,11 +242,19 @@ obj/item/weapon/twohanded/
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/obj/item/weapon/twohanded/dualsaber/green
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New()
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color = "green"
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blade_color = "green"
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/obj/item/weapon/twohanded/dualsaber/red
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New()
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color = "red"
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blade_color = "red"
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/obj/item/weapon/twohanded/dualsaber/purple
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New()
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blade_color = "purple"
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/obj/item/weapon/twohanded/dualsaber/blue
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New()
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blade_color = "blue"
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/obj/item/weapon/twohanded/dualsaber/unwield()
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..()
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@@ -259,6 +264,18 @@ obj/item/weapon/twohanded/
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..()
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hitsound = 'sound/weapons/blade1.ogg'
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/obj/item/weapon/twohanded/dualsaber/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/device/multitool))
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if(hacked == 0)
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hacked = 1
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user << "<span class='warning'>2XRNBW_ENGAGE</span>"
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blade_color = "rainbow"
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update_icon()
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else
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user << "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>"
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//spears
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/obj/item/weapon/twohanded/spear
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icon_state = "spearglass0"
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