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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:
@@ -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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