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https://github.com/ParadiseSS13/Paradise.git
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Miscellaneous Code Tidying (#26180)
* Update items.dm * Update welder.dm * Update energy_melee_weapons.dm * Update items.dm --------- Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
This commit is contained in:
+27
-26
@@ -73,6 +73,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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/// List of icon states for a given action to override the icon_state.
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var/list/action_icon_state = list()
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/// What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).
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var/list/materials = list()
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/// Since any item can now be a piece of clothing, this has to be put here so all items share it.
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/// This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
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@@ -86,7 +87,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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var/permeability_coefficient = 1
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/// for electrical admittance/conductance (electrocution checks and shit)
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var/siemens_coefficient = 1
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/// How much clothing is slowing you down. Negative values speeds you up
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/// How much clothing is slowing you down. Negative values speeds you up.
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var/slowdown = 0
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/// Flat armour reduction, occurs after percentage armour penetration.
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var/armour_penetration_flat = 0
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@@ -141,7 +142,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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var/tool_enabled = TRUE
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/// How loud are we when we use our tool?
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var/tool_volume = 50
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/// If this item is a tool, the speed multiplier
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/// If this item is a tool, the speed multiplier. Smaller numbers are faster.
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var/toolspeed = 1
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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@@ -198,7 +199,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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if(isstorage(loc)) //marks all items in storage as being such
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in_storage = TRUE
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// this proc is used to add text for items with ABSTRACT flag after default examine text
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/// This proc is used to add text for items with ABSTRACT flag after default examine text.
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/obj/item/proc/customised_abstract_text(mob/living/carbon/owner)
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return
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@@ -278,7 +279,6 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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else
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msg += "<span class='danger'>No tech origins detected.</span><BR>"
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if(length(materials))
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msg += "<span class='notice'>Extractable materials:<BR>"
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for(var/mat in materials)
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@@ -307,7 +307,8 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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..()
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/obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE)
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if(!user) return 0
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if(!user)
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return FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"]
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@@ -315,10 +316,10 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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temp = H.bodyparts_by_name["l_hand"]
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if(!temp)
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to_chat(user, "<span class='warning'>You try to use your hand, but it's missing!</span>")
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return 0
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return FALSE
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if(temp && !temp.is_usable())
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to_chat(user, "<span class='warning'>You try to move your [temp.name], but cannot!</span>")
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return 0
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return FALSE
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if((resistance_flags & ON_FIRE) && !pickupfireoverride)
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var/mob/living/carbon/human/H = user
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@@ -356,14 +357,14 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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throwing.finalize(FALSE)
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if(loc == user)
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if(HAS_TRAIT(user, TRAIT_I_WANT_BRAINS) || !user.unEquip(src, silent = TRUE))
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return 0
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return FALSE
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if(flags & ABSTRACT)
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return 0
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return FALSE
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else
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if(isliving(loc))
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return 0
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return FALSE
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pickup(user)
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add_fingerprint(user)
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@@ -534,25 +535,25 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE)
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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return 1
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return TRUE
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/// returns 1 if the item is equipped by a mob, 0 otherwise.
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/// returns TRUE if the item is equipped by a mob, 0 otherwise.
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/obj/item/proc/is_equipped() // This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs.
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if(!ismob(loc))
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return 0
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return FALSE
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var/mob/M = loc
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if(src in M.get_equipped_items())
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return 1
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return TRUE
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else
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return 0
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return FALSE
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// the mob(M) is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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// the mob(M) is attempting to equip this item into the slot passed through as 'slot'. Return TRUE if it can do this and FALSE if it can't.
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// If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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// Set disable_warning to 1 if you wish it to not give you outputs.
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// Set disable_warning to FALSE if you wish it to not give you outputs.
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/obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = FALSE)
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if(!M)
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return 0
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return FALSE
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return M.can_equip(src, slot, disable_warning)
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@@ -591,7 +592,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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attack_self(user)
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/obj/item/proc/IsReflect(def_zone) // This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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return FALSE
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/obj/item/proc/get_loc_turf()
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var/atom/L = loc
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@@ -721,16 +722,16 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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in_inventory = FALSE
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/obj/item/proc/pwr_drain()
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return 0 // Process Kill
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return FALSE // Process Kill
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/obj/item/proc/remove_item_from_storage(atom/newLoc) // please use this if you're going to snowflake an item out of a obj/item/storage
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if(!newLoc)
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return 0
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return FALSE
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if(isstorage(loc))
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var/obj/item/storage/S = loc
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S.remove_from_storage(src,newLoc)
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return 1
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return 0
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return TRUE
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return FALSE
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/obj/item/proc/wash(mob/user, atom/source)
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@@ -743,10 +744,10 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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acid_level = 0
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user.visible_message("<span class='notice'>[user] washes [src] using [source].</span>", \
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"<span class='notice'>You wash [src] using [source].</span>")
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return 1
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return TRUE
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/obj/item/proc/get_crutch_efficiency() // Does an item prop up a human mob and allow them to stand if they are missing a leg/foot?
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return 0
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return FALSE
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/// Return true if you don't want regular throw handling
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/obj/item/proc/override_throw(mob/user, atom/target)
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@@ -767,7 +768,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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return FALSE
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/obj/item/mech_melee_attack(obj/mecha/M)
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return 0
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return FALSE
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/obj/item/proc/openTip(location, control, params, user)
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openToolTip(user, src, params, title = name, content = "[desc]", theme = "")
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@@ -26,13 +26,20 @@
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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var/maximum_fuel = 20
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var/requires_fuel = TRUE //Set to FALSE if it doesn't need fuel, but serves equally well as a cost modifier
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var/refills_over_time = FALSE //Do we regenerate fuel?
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/// Set to FALSE if it doesn't need fuel, but serves equally well as a cost modifier.
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var/requires_fuel = TRUE
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/// If TRUE, fuel will regenerate over time.
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var/refills_over_time = FALSE
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/// Sound played when turned on.
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var/activation_sound = 'sound/items/welderactivate.ogg'
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/// Sound played when turned off.
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var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
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/// The brightness of the active flame.
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var/light_intensity = 2
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var/low_fuel_changes_icon = TRUE//More than one icon_state due to low fuel?
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var/progress_flash_divisor = 10 //Length of time between each "eye flash"
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/// Does the icon_state change if the fuel is low?
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var/low_fuel_changes_icon = TRUE
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/// How often does the tool flash the user's eyes?
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var/progress_flash_divisor = 1 SECONDS
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/obj/item/weldingtool/Initialize(mapload)
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. = ..()
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@@ -1,16 +1,40 @@
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/* CONTENTS:
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* 1. GENERIC ENERGY BLADE
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* 2. ENERGY AXE
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* 3. ENERGY SWORD
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* 4. ENERGY SAW
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* 5. ENERGY CUTLASS
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* 6. HARDLIGHT BLADE
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* 7. CLEAVING SAW
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*/
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//////////////////////////////
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// MARK: GENERIC ENERGY BLADE
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//////////////////////////////
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/obj/item/melee/energy
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name = "generic energy blade"
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desc = "If you can see this and didn't spawn it in as an admin, make an issue report on GitHub."
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icon = 'icons/obj/weapons/energy_melee.dmi'
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var/active = FALSE
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var/force_on = 30 //force when active
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/// Damage done when active. Does not stack with force_off.
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var/force_on = 30
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/// Damage done when thrown while active. Does not stack with throwforce_off.
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var/throwforce_on = 20
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var/force_off //Used to properly reset the force
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/// Used to properly reset the force.
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var/force_off
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/// Used to properly reset the force.
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var/throwforce_off
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var/faction_bonus_force = 0 //Bonus force dealt against certain factions
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var/list/nemesis_factions //Any mob with a faction that exists in this list will take bonus damage/effects
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stealthy_audio = TRUE //Most of these are antag weps so we dont want them to be /too/ overt.
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/// Bonus damage dealt to any mob belonging to specified factions.
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var/faction_bonus_force = 0
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/// Any mob with a faction that exists in this list will take bonus damage/effects.
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var/list/nemesis_factions
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// Most of these are antag weps so we dont want them to be /too/ overt...
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stealthy_audio = TRUE
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w_class = WEIGHT_CLASS_SMALL
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/// Size when active, used to stop you from pocketing it when active. That would be silly.
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var/w_class_on = WEIGHT_CLASS_BULKY
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/// Alternative appearance when active.
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var/icon_state_on
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/// What flavour of shanking you perform when the blade is active.
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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usesound = 'sound/weapons/blade1.ogg'
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@@ -102,6 +126,9 @@
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force_on = clamp(force_on + amount, 0, max_amount)
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force_off = clamp(force_off + amount, 0, max_amount)
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//////////////////////////////
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// MARK: AXE
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//////////////////////////////
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/obj/item/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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@@ -128,6 +155,10 @@
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user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS|FIRELOSS
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//////////////////////////////
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// MARK: SWORD
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//////////////////////////////
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// Base variant.
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/obj/item/melee/energy/sword
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name = "energy sword"
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desc = "May the force be within you."
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@@ -158,8 +189,9 @@
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/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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return FALSE
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// Borg variant.
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/obj/item/melee/energy/sword/cyborg
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var/hitcost = 50
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@@ -173,30 +205,14 @@
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..()
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return
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/// Used by medical Syndicate cyborgs
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/obj/item/melee/energy/sword/cyborg/saw
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name = "energy saw"
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desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
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force_on = 30
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force = 18 //About as much as a spear
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sharp = TRUE
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hitsound = 'sound/weapons/circsawhit.ogg'
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icon = 'icons/obj/surgery.dmi'
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icon_state = "esaw_0"
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icon_state_on = "esaw_1"
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hitcost = 75 //Costs more than a standard cyborg esword
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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light_color = LIGHT_COLOR_WHITE
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tool_behaviour = TOOL_SAW
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/obj/item/melee/energy/sword/cyborg/saw/New()
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..()
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item_color = null
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/obj/item/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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return FALSE
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// Syndicate energy sword.
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/obj/item/melee/energy/sword/saber
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/obj/item/melee/energy/sword/saber/blue
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@@ -265,6 +281,29 @@
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return -1
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return TRUE
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//////////////////////////////
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// MARK: SAW
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//////////////////////////////
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/// Used by medical Syndicate cyborgs
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/obj/item/melee/energy/sword/cyborg/saw
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name = "energy saw"
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desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
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force_on = 30
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force = 18 //About as much as a spear
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sharp = TRUE
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hitsound = 'sound/weapons/circsawhit.ogg'
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icon = 'icons/obj/surgery.dmi'
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icon_state = "esaw_0"
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icon_state_on = "esaw_1"
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hitcost = 75 //Costs more than a standard cyborg esword
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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light_color = LIGHT_COLOR_WHITE
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tool_behaviour = TOOL_SAW
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//////////////////////////////
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// MARK: CUTLASS
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//////////////////////////////
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/obj/item/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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@@ -274,6 +313,9 @@
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light_color = LIGHT_COLOR_RED
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origin_tech = "combat=3;magnets=4;syndicate=2"
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//////////////////////////////
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// MARK: HARDLIGHT BLADE
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//////////////////////////////
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/obj/item/melee/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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@@ -299,6 +341,9 @@
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/obj/item/melee/energy/proc/nemesis_effects(mob/living/user, mob/living/target)
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return
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//////////////////////////////
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// MARK: CLEAVING SAW
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//////////////////////////////
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/obj/item/melee/energy/cleaving_saw
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name = "cleaving saw"
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desc = "This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force."
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