mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-30 07:27:57 +01:00
Merge branch 'master' of git://github.com/Baystation12/Baystation12
Conflicts: icons/obj/items.dmi - Resolved
This commit is contained in:
@@ -12,20 +12,6 @@
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..()
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user.update_clothing()
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// So you can't drop the Offhand
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if(istype(src, /obj/item/weapon/offhand))
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user.drop_item(src)
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var/obj/item/O_r = user.r_hand
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var/obj/item/O_l = user.l_hand
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if(O_r.twohanded)
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if(O_r.wielded)
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user.drop_item(O_r)
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if(O_l.twohanded)
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if(O_l.wielded)
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user.drop_item(O_l)
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del(src)
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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@@ -119,6 +105,7 @@
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var/datum/organ/external/temp = user:organs["r_hand"]
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if(temp.destroyed)
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user << "\blue Yo- wait a minute."
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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@@ -231,38 +218,6 @@
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if(istype(W, /obj/item/device/detective_scanner))
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return
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/obj/item/attack_self(mob/user as mob)
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..()
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if(twohanded)
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if(wielded) //Trying to unwield it
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wielded = 0
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force = force_unwielded
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src.name = "[initial(name)] (Unwielded)"
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src.update_icon() //If needed by the particular item
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user << "\blue You are now carrying the [initial(name)] with one hand."
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if(istype(user.get_inactive_hand(),/obj/item/weapon/offhand))
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del user.get_inactive_hand()
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return
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else //Trying to wield it
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if(user.get_inactive_hand())
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user << "\red You need your other hand to be empty"
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return
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wielded = 1
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force = force_wielded
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src.name = "[initial(name)] (Wielded)"
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src.update_icon() //If needed by the particular item
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user << "\blue You grab the [initial(name)] with both hands."
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var/obj/item/weapon/offhand/O = new /obj/item/weapon/offhand(user) ////Let's reserve his other hand~
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O.name = text("[initial(src.name)] - Offhand")
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O.desc = "Your second grip on the [initial(src.name)]"
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if(user.hand)
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user.r_hand = O ///Place dat offhand in the opposite hand
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else
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user.l_hand = O
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O.layer = 20
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return
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mob/proc/flash_weak_pain()
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flick("weak_pain",pain)
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@@ -343,39 +298,46 @@ mob/proc/flash_weak_pain()
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Metroid.SStun = 0
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spawn(0)
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Metroid.canmove = 0
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step_away(Metroid, user)
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if(prob(25 + power*2))
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sleep(2)
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if(Metroid)
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Metroid.canmove = 0
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step_away(Metroid, user)
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Metroid.canmove = 1
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if(prob(25 + power))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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else
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if(prob(10 + power*2))
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if(Metroid)
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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if(Metroid.Discipline == 1)
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Metroid.attacked = 0
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if(Metroid.Discipline == 1)
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Metroid.attacked = 0
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spawn()
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if(Metroid)
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Metroid.SStun = 1
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sleep(rand(5,20))
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if(Metroid)
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Metroid.SStun = 0
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spawn()
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Metroid.SStun = 1
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sleep(rand(5,20))
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Metroid.SStun = 0
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Metroid.Victim = null
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Metroid.anchored = 0
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Metroid.Victim = null
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Metroid.anchored = 0
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spawn(0)
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step_away(Metroid, user)
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Metroid.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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Metroid.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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var/showname = "."
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if(user)
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@@ -144,12 +144,47 @@
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user << "\red You cannot directly fill this object."
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return
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var/trans = 0
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if(ismob(target))
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if(istype(target , /mob/living/carbon/human))
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var/mob/living/carbon/human/victim = target
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var/obj/item/safe_thing = null
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if( victim.wear_mask )
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if ( victim.wear_mask.flags & MASKCOVERSEYES )
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safe_thing = victim.wear_mask
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if( victim.head )
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if ( victim.head.flags & MASKCOVERSEYES )
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safe_thing = victim.head
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if(victim.glasses)
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if ( !safe_thing )
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safe_thing = victim.glasses
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if(safe_thing)
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if(!safe_thing.reagents)
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safe_thing.create_reagents(100)
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trans = src.reagents.trans_to(safe_thing, amount_per_transfer_from_this)
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for(var/mob/O in viewers(world.view, user))
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O.show_message(text("\red <B>[] tries to squirt something into []'s eyes, but fails!</B>", user, target), 1)
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spawn(5)
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src.reagents.reaction(safe_thing, TOUCH)
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user << "\blue You transfer [trans] units of the solution."
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if (src.reagents.total_volume<=0)
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filled = 0
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icon_state = "dropper[filled]"
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return
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for(var/mob/O in viewers(world.view, user))
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O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
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O.show_message(text("\red <B>[] squirts something into []'s eyes!</B>", user, target), 1)
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src.reagents.reaction(target, TOUCH)
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var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
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trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
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user << "\blue You transfer [trans] units of the solution."
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if (src.reagents.total_volume<=0)
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filled = 0
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@@ -227,7 +262,7 @@
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afterattack(atom/A, mob/user as mob)
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if(istype(A,/area/shuttle))//||istype(A,/turf/space/transit))//No RCDs on the shuttles -Sieve
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if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))//No RCDs on the shuttles -Sieve
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disabled = 1
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else
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disabled = 0
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@@ -75,6 +75,8 @@ AI MODULES
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target << "[sender] has uploaded a change to the laws you must follow, using a [name]. From now on: "
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var/time = time2text(world.realtime,"hh:mm:ss")
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lawchanges.Add("[time] <B>:</B> [sender.name]([sender.key]) used [src.name] on [target.name]([target.key])")
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message_admins("[sender.name]([sender.key]) uploaded a new AI/Cyborg law.")
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log_game("[sender.name]([sender.key]) uploaded a new AI/Cyborg law.")
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/******************** Modules ********************/
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@@ -431,7 +433,7 @@ AI MODULES
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origin_tech = "programming=4"
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/obj/item/weapon/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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/obj/item/weapon/aiModule/robocop/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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target.clear_inherent_laws()
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target.add_inherent_law("Serve the public trust.")
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@@ -71,6 +71,10 @@ RCD
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afterattack(atom/A, mob/user as mob)
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if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))//Nanotrasen Matter Jammer TM -Sieve
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disabled = 1
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else
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disabled = 0
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if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock)))
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return
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@@ -67,18 +67,39 @@ FINGERPRINT CARD
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return
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/obj/item/weapon/card/id/syndicate/var/mob/registered_user = null
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/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
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if(!registered_user)
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registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
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assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
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name = "[src.registered_name]'s ID Card ([src.assignment])"
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if(!src.registered_name)
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//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
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var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)),1,26)
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if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
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alert("Invalid name.")
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return
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src.registered_name = t
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var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")),1,MAX_MESSAGE_LEN)
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if(!u)
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alert("Invalid assignment.")
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src.registered_name = ""
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return
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src.assignment = u
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "\blue You successfully forge the ID card."
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registered_user = user
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else if(registered_user == user)
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switch(alert("Would you like to display the ID, or retitle it?","Choose.","Rename","Show"))
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if("Rename")
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registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
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assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
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name = "[src.registered_name]'s ID Card ([src.assignment])"
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var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)),1,26)
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if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
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alert("Invalid name.")
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return
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src.registered_name = t
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var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")),1,MAX_MESSAGE_LEN)
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if(!u)
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alert("Invalid assignment.")
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src.registered_name = ""
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return
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src.assignment = u
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "\blue You successfully forge the ID card."
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return
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if("Show")
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@@ -4,6 +4,7 @@ MATCHES
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MATCHBOXES
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CIGARETTES
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CIGARS
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SMOKING PIPES
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CIG PACKET
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ZIPPO
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*/
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@@ -329,7 +330,7 @@ ZIPPO
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//CIG PACK//
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////////////
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/obj/item/weapon/cigpacket
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name = "Cigarette packet"
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name = "cigarette packet"
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desc = "The most popular brand of Space Cigarettes, sponsors of the Space Olympics."
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icon = 'cigarettes.dmi'
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icon_state = "cigpacket"
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@@ -342,26 +343,30 @@ ZIPPO
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||||
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||||
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||||
update_icon()
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src.icon_state = text("cigpacket[]", src.cigcount)
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src.desc = text("There are [] cigs\s left!", src.cigcount)
|
||||
icon_state = "[initial(icon_state)][cigcount]"
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||||
desc = "There's [cigcount] cig\s left!"
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return
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attack_hand(mob/user as mob)
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if(user.r_hand == src || user.l_hand == src)
|
||||
if(src.cigcount == 0)
|
||||
if(cigcount == 0)
|
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user << "\red You're out of cigs, shit! How you gonna get through the rest of the day..."
|
||||
return
|
||||
else
|
||||
src.cigcount--
|
||||
cigcount--
|
||||
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
|
||||
user.put_in_hand(W)
|
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else
|
||||
return ..()
|
||||
src.update_icon()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/cigpacket/dromedaryco
|
||||
name = "DromedaryCo packet"
|
||||
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
|
||||
icon_state = "Dpacket"
|
||||
item_state = "Dpacket"
|
||||
|
||||
/////////
|
||||
//ZIPPO//
|
||||
@@ -405,16 +410,16 @@ ZIPPO
|
||||
src.item_state = icon_on
|
||||
if( istype(src,/obj/item/weapon/lighter/zippo) )
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message(text("\red Without even breaking stride, [] flips open and lights the [] in one smooth movement.", user, src), 1)
|
||||
O.show_message(text("\red Without even breaking stride, [] flips open and lights [] in one smooth movement.", user, src), 1)
|
||||
else
|
||||
if(prob(75))
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message("\red After a few attempts, [user] manages to light the [src].", 1)
|
||||
O.show_message("\red After a few attempts, [user] manages to light [src].", 1)
|
||||
else
|
||||
user << "\red <b>You burn yourself while lighting the lighter.</b>"
|
||||
user.adjustFireLoss(5)
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message("\red After a few attempts, [user] manages to light the [src], they however burn their finger in the process.", 1)
|
||||
O.show_message("\red After a few attempts, [user] manages to light [src], they however burn their finger in the process.", 1)
|
||||
|
||||
user.total_luminosity += 2
|
||||
processing_objects.Add(src)
|
||||
|
||||
@@ -149,7 +149,7 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/melee/energy))
|
||||
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/twohanded/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/melee/energy))
|
||||
user.show_message("<span class='notice'>You carve a face into [src]!</span>", 1)
|
||||
new /obj/item/clothing/head/helmet/hardhat/pumpkinhead (user.loc)
|
||||
del(src)
|
||||
|
||||
@@ -88,7 +88,7 @@ KNIFE
|
||||
|
||||
|
||||
// ROLLING PIN
|
||||
|
||||
/* //Honestly this doesn't even work and is very silly. -- Erthilo
|
||||
/obj/item/weapon/kitchen/rollingpin/attack(mob/M as mob, mob/living/user as mob)
|
||||
if ((user.mutations & CLUMSY) && prob(50))
|
||||
user << "\red The [src] slips out of your hand and hits your head."
|
||||
@@ -121,6 +121,7 @@ KNIFE
|
||||
M.eye_blurry += 3
|
||||
|
||||
return
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -451,7 +451,7 @@ It is caused by the unexpected circumstances after awakening in cryo (if cloned
|
||||
</ul>
|
||||
|
||||
<h3>Security Cyborg</h3>
|
||||
The Security Cyborg module is equipped with effective secuity measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
|
||||
The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
|
||||
<ul>
|
||||
<li>Stun Baton</li>
|
||||
<li>Handcuffs</li>
|
||||
|
||||
@@ -202,32 +202,69 @@ NOTEBOOK
|
||||
user << "\blue You stamp the paper with your rubber stamp."
|
||||
|
||||
if(istype(P, /obj/item/weapon/stamperaser))
|
||||
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
|
||||
return
|
||||
src.info = src.infoold
|
||||
src.infoold = null
|
||||
for(var/i, i <= stamped.len, i++)
|
||||
switch(stamped[i])
|
||||
if(/obj/item/weapon/stamp/captain)
|
||||
src.overlays -= "paper_stamped_cap"
|
||||
if(/obj/item/weapon/stamp/hop)
|
||||
src.overlays -= "paper_stamped_hop"
|
||||
if(/obj/item/weapon/stamp/hos)
|
||||
src.overlays -= "paper_stamped_hos"
|
||||
if(/obj/item/weapon/stamp/ce)
|
||||
src.overlays -= "paper_stamped_ce"
|
||||
if(/obj/item/weapon/stamp/rd)
|
||||
src.overlays -= "paper_stamped_rd"
|
||||
if(/obj/item/weapon/stamp/cmo)
|
||||
src.overlays -= "paper_stamped_cmo"
|
||||
if(/obj/item/weapon/stamp/denied)
|
||||
src.overlays -= "paper_stamped_denied"
|
||||
if(/obj/item/weapon/stamp/clown)
|
||||
src.overlays -= "paper_stamped_clown"
|
||||
else
|
||||
src.overlays -= "paper_stamped"
|
||||
stamped = list()
|
||||
user << "\blue You sucessfully remove those pesky stamps."
|
||||
switch(alert("Would you like to erase all stamps, or forge one?","Choose.","Erase","Forge"))
|
||||
if("Erase")
|
||||
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
|
||||
return
|
||||
src.info = src.infoold
|
||||
src.infoold = null
|
||||
src.overlays -= "paper_stamped_cap"
|
||||
src.overlays -= "paper_stamped_hop"
|
||||
src.overlays -= "paper_stamped_hos"
|
||||
src.overlays -= "paper_stamped_ce"
|
||||
src.overlays -= "paper_stamped_rd"
|
||||
src.overlays -= "paper_stamped_cmo"
|
||||
src.overlays -= "paper_stamped_denied"
|
||||
src.overlays -= "paper_stamped_clown"
|
||||
src.overlays -= "paper_stamped"
|
||||
stamped = list()
|
||||
user << "\blue You sucessfully remove those pesky stamps."
|
||||
return
|
||||
if("Forge")
|
||||
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
|
||||
return
|
||||
if(!src.infoold)
|
||||
src.infoold = src.info
|
||||
var/forgename = ""
|
||||
var/stamptype = ""
|
||||
var/pathtype = ""
|
||||
var/list/stamps = list("Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "DENIED")
|
||||
stamptype = input("Select a stamp type.", null) in stamps
|
||||
if(stamptype == "Captain")
|
||||
src.overlays += "paper_stamped_cap"
|
||||
forgename = "captain's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/captain"
|
||||
else if(stamptype == "Head of Personnel")
|
||||
src.overlays += "paper_stamped_hop"
|
||||
forgename = "head of personnel's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/hop"
|
||||
else if(stamptype == "Head of Security")
|
||||
src.overlays += "paper_stamped_hos"
|
||||
forgename = "head of security's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/hos"
|
||||
else if(stamptype == "Chief Engineer")
|
||||
src.overlays += "paper_stamped_ce"
|
||||
forgename = "chief engineers's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/ce"
|
||||
else if(stamptype == "Research Director")
|
||||
src.overlays += "paper_stamped_rd"
|
||||
forgename = "research director's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/rd"
|
||||
else if(stamptype == "Chief Medical Officer")
|
||||
src.overlays += "paper_stamped_cmo"
|
||||
forgename = "chief medical officer's rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/cmo"
|
||||
else if(stamptype == "DENIED")
|
||||
src.overlays += "paper_stamped_denied"
|
||||
forgename = "\improper DENIED rubber stamp"
|
||||
pathtype = "/obj/item/weapon/stamp/denied"
|
||||
src.info += text("<BR><i>This paper has been stamped with the [].</i><BR>", forgename)
|
||||
if(!stamped)
|
||||
stamped = new
|
||||
stamped += pathtype
|
||||
|
||||
user << "\blue You forge a stamp on the paper."
|
||||
return
|
||||
|
||||
/*
|
||||
else
|
||||
|
||||
@@ -1548,6 +1548,10 @@ CIRCULAR SAW
|
||||
return
|
||||
|
||||
if(3.0)
|
||||
if(M.changeling && M.changeling.changeling_fakedeath)
|
||||
user << "\red The neural tissue regrows before your eyes as you cut it."
|
||||
return
|
||||
|
||||
if(M != user)
|
||||
for(var/mob/O in (viewers(M) - user - M))
|
||||
O.show_message("\red [M] has \his spine's connection to the brain severed with [src] by [user].", 1)
|
||||
|
||||
@@ -13,7 +13,7 @@ WELDINGTOOOL
|
||||
desc = "A wrench with common uses. Can be found in your hand."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "wrench"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
|
||||
force = 5.0
|
||||
throwforce = 7.0
|
||||
w_class = 2.0
|
||||
@@ -44,7 +44,7 @@ WELDINGTOOOL
|
||||
name = "Welding Tool"
|
||||
icon = 'items.dmi'
|
||||
icon_state = "welder"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
|
||||
force = 3.0
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
@@ -310,7 +310,7 @@ WELDINGTOOOL
|
||||
desc = "This cuts wires."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "cutters"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
|
||||
force = 6.0
|
||||
throw_speed = 2
|
||||
throw_range = 9
|
||||
|
||||
@@ -2,27 +2,115 @@
|
||||
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
|
||||
####################################################################*/
|
||||
|
||||
///General Offhand object properties///
|
||||
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
|
||||
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
|
||||
//It also tidies stuff up elsewhere.
|
||||
|
||||
////////////FIREAXE!//////////////
|
||||
/obj/item/weapon/twohanded
|
||||
var/wielded = 0
|
||||
var/force_unwielded = 0
|
||||
var/force_wielded = 0
|
||||
|
||||
/obj/item/weapon/twohanded/proc/unwield()
|
||||
wielded = 0
|
||||
force = force_unwielded
|
||||
name = "[initial(name)]"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
|
||||
icon_state = text("fireaxe[]",wielded)
|
||||
/obj/item/weapon/twohanded/proc/wield()
|
||||
wielded = 1
|
||||
force = force_wielded
|
||||
name = "[initial(name)] (Wielded)"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/twohanded/dropped(mob/user as mob)
|
||||
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
|
||||
//bit of a hack but it keeps other code pretty neat and with fewer conditionals
|
||||
var/obj/item/weapon/twohanded/O
|
||||
if(user)
|
||||
if(user.l_hand)
|
||||
O = user.l_hand
|
||||
else
|
||||
O = user.r_hand
|
||||
if(O && istype(O))
|
||||
O.unwield()
|
||||
return unwield()
|
||||
|
||||
/obj/item/weapon/twohanded/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/fireaxe/pickup(mob/user)
|
||||
wielded = 0
|
||||
name = "Fire Axe (Unwielded)"
|
||||
/obj/item/weapon/twohanded/pickup(mob/user)
|
||||
unwield()
|
||||
|
||||
/obj/item/weapon/fireaxe/attack_self(mob/user as mob)
|
||||
/obj/item/weapon/twohanded/attack_self(mob/user as mob)
|
||||
if( istype(user,/mob/living/carbon/monkey) )
|
||||
user << "\red It's too heavy for you to fully wield"
|
||||
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
|
||||
return
|
||||
|
||||
//welp, all is good, now to see if he's trying do twohandedly wield it or unwield it
|
||||
|
||||
..()
|
||||
if(wielded) //Trying to unwield it
|
||||
unwield()
|
||||
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
|
||||
|
||||
/obj/item/weapon/offhand/dropped(mob/user as mob)
|
||||
del(src)
|
||||
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
|
||||
if(O && istype(O))
|
||||
O.unwield()
|
||||
return
|
||||
|
||||
else //Trying to wield it
|
||||
if(user.get_inactive_hand())
|
||||
user << "<span class='warning'>You need your other hand to be empty</span>"
|
||||
return
|
||||
wield()
|
||||
user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
|
||||
|
||||
var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
|
||||
O.name = "[initial(name)] - offhand"
|
||||
O.desc = "Your second grip on the [initial(name)]"
|
||||
if(user.hand)
|
||||
user.r_hand = O ///Place dat offhand in the opposite hand
|
||||
else
|
||||
user.l_hand = O
|
||||
O.layer = 20
|
||||
return
|
||||
|
||||
///////////OFFHAND///////////////
|
||||
/obj/item/weapon/twohanded/offhand
|
||||
w_class = 5.0
|
||||
icon_state = "offhand"
|
||||
name = "offhand"
|
||||
|
||||
unwield()
|
||||
del(src)
|
||||
|
||||
wield()
|
||||
del(src)
|
||||
|
||||
////////////FIREAXE!//////////////
|
||||
/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
|
||||
icon_state = "fireaxe0"
|
||||
name = "fire axe"
|
||||
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
|
||||
force = 5
|
||||
w_class = 4.0
|
||||
flags = ONBACK
|
||||
force_unwielded = 5
|
||||
force_wielded = 18
|
||||
|
||||
/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
|
||||
icon_state = "fireaxe[wielded]"
|
||||
return
|
||||
|
||||
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
|
||||
..()
|
||||
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
|
||||
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
|
||||
var/obj/structure/window/W = A
|
||||
|
||||
new /obj/item/weapon/shard( W.loc )
|
||||
if(W.reinf) new /obj/item/stack/rods( W.loc)
|
||||
|
||||
if (W.dir == SOUTHWEST)
|
||||
new /obj/item/weapon/shard( W.loc )
|
||||
if(W.reinf) new /obj/item/stack/rods( W.loc)
|
||||
del(A)
|
||||
Reference in New Issue
Block a user