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:
CRUNCH
2024-07-10 03:34:49 +00:00
committed by GitHub
parent ec88636e6c
commit e3d67c4f7d
3 changed files with 107 additions and 54 deletions
@@ -1,16 +1,40 @@
/* CONTENTS:
* 1. GENERIC ENERGY BLADE
* 2. ENERGY AXE
* 3. ENERGY SWORD
* 4. ENERGY SAW
* 5. ENERGY CUTLASS
* 6. HARDLIGHT BLADE
* 7. CLEAVING SAW
*/
//////////////////////////////
// MARK: GENERIC ENERGY BLADE
//////////////////////////////
/obj/item/melee/energy
name = "generic energy blade"
desc = "If you can see this and didn't spawn it in as an admin, make an issue report on GitHub."
icon = 'icons/obj/weapons/energy_melee.dmi'
var/active = FALSE
var/force_on = 30 //force when active
/// Damage done when active. Does not stack with force_off.
var/force_on = 30
/// Damage done when thrown while active. Does not stack with throwforce_off.
var/throwforce_on = 20
var/force_off //Used to properly reset the force
/// Used to properly reset the force.
var/force_off
/// Used to properly reset the force.
var/throwforce_off
var/faction_bonus_force = 0 //Bonus force dealt against certain factions
var/list/nemesis_factions //Any mob with a faction that exists in this list will take bonus damage/effects
stealthy_audio = TRUE //Most of these are antag weps so we dont want them to be /too/ overt.
/// Bonus damage dealt to any mob belonging to specified factions.
var/faction_bonus_force = 0
/// Any mob with a faction that exists in this list will take bonus damage/effects.
var/list/nemesis_factions
// Most of these are antag weps so we dont want them to be /too/ overt...
stealthy_audio = TRUE
w_class = WEIGHT_CLASS_SMALL
/// Size when active, used to stop you from pocketing it when active. That would be silly.
var/w_class_on = WEIGHT_CLASS_BULKY
/// Alternative appearance when active.
var/icon_state_on
/// What flavour of shanking you perform when the blade is active.
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg'
@@ -102,6 +126,9 @@
force_on = clamp(force_on + amount, 0, max_amount)
force_off = clamp(force_off + amount, 0, max_amount)
//////////////////////////////
// MARK: AXE
//////////////////////////////
/obj/item/melee/energy/axe
name = "energy axe"
desc = "An energised battle axe."
@@ -128,6 +155,10 @@
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>")
return BRUTELOSS|FIRELOSS
//////////////////////////////
// MARK: SWORD
//////////////////////////////
// Base variant.
/obj/item/melee/energy/sword
name = "energy sword"
desc = "May the force be within you."
@@ -158,8 +189,9 @@
/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)
if(active)
return ..()
return 0
return FALSE
// Borg variant.
/obj/item/melee/energy/sword/cyborg
var/hitcost = 50
@@ -173,30 +205,14 @@
..()
return
/// Used by medical Syndicate cyborgs
/obj/item/melee/energy/sword/cyborg/saw
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30
force = 18 //About as much as a spear
sharp = TRUE
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
item_color = null
w_class = WEIGHT_CLASS_NORMAL
light_color = LIGHT_COLOR_WHITE
tool_behaviour = TOOL_SAW
/obj/item/melee/energy/sword/cyborg/saw/New()
..()
item_color = null
/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)
return 0
return FALSE
// Syndicate energy sword.
/obj/item/melee/energy/sword/saber
/obj/item/melee/energy/sword/saber/blue
@@ -265,6 +281,29 @@
return -1
return TRUE
//////////////////////////////
// MARK: SAW
//////////////////////////////
/// Used by medical Syndicate cyborgs
/obj/item/melee/energy/sword/cyborg/saw
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30
force = 18 //About as much as a spear
sharp = TRUE
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
item_color = null
w_class = WEIGHT_CLASS_NORMAL
light_color = LIGHT_COLOR_WHITE
tool_behaviour = TOOL_SAW
//////////////////////////////
// MARK: CUTLASS
//////////////////////////////
/obj/item/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
@@ -274,6 +313,9 @@
light_color = LIGHT_COLOR_RED
origin_tech = "combat=3;magnets=4;syndicate=2"
//////////////////////////////
// MARK: HARDLIGHT BLADE
//////////////////////////////
/obj/item/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
@@ -299,6 +341,9 @@
/obj/item/melee/energy/proc/nemesis_effects(mob/living/user, mob/living/target)
return
//////////////////////////////
// MARK: CLEAVING SAW
//////////////////////////////
/obj/item/melee/energy/cleaving_saw
name = "cleaving saw"
desc = "This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force."