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This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places. While I'm certain this is all good, I'll apologize now if files or paths end up broken. Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
181 lines
4.9 KiB
Plaintext
181 lines
4.9 KiB
Plaintext
/* Weapons
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* Contains:
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* Banhammer
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* Sword
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* Classic Baton
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* Energy Blade
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* Energy Axe
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* Energy Shield
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*/
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/*
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* Banhammer
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*/
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/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
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M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
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user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
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/*
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* Sword
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*/
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/obj/item/weapon/melee/energy/sword/IsShield()
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if(active)
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return 1
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return 0
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/obj/item/weapon/melee/energy/sword/attack(target as mob, mob/user as mob)
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..()
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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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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with [src]."
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user.take_organ_damage(5,5)
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active = !active
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if (active)
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force = 30
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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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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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else
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force = 3
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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icon_state = "cutlass0"
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else
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icon_state = "sword0"
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w_class = 2
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue [src] can now be concealed."
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add_fingerprint(user)
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return
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/*
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* Classic Baton
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*/
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/obj/item/weapon/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "baton"
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item_state = "classic_baton"
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_BELT
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You club yourself over the head."
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2*force, BRUTE, "head")
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else
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user.take_organ_damage(2*force)
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return
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src.add_fingerprint(user)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
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if (user.a_intent == "hurt")
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if(!..()) return
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playsound(src.loc, "swing_hit", 50, 1, -1)
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if (M.stuttering < 8 && (!(HULK in M.mutations)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 8
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M.Stun(8)
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M.Weaken(8)
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for(var/mob/O in viewers(M))
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if (O.client) O.show_message("\red <B>[M] has been beaten with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
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else
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playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
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M.Stun(5)
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M.Weaken(5)
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for(var/mob/O in viewers(M))
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if (O.client) O.show_message("\red <B>[M] has been stunned with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
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/*
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*Energy Blade
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*/
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//Most of the other special functions are handled in their own files.
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/obj/item/weapon/melee/energy/sword/green
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New()
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color = "green"
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/obj/item/weapon/melee/energy/sword/red
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New()
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color = "red"
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/obj/item/weapon/melee/energy/blade/New()
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spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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return
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/obj/item/weapon/melee/energy/blade/dropped()
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del(src)
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return
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/obj/item/weapon/melee/energy/blade/proc/throw()
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del(src)
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return
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/*
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* Energy Axe
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*/
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/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
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..()
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/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "\blue The axe is now energised."
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src.force = 150
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src.icon_state = "axe1"
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src.w_class = 5
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else
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user << "\blue The axe can now be concealed."
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src.force = 40
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src.icon_state = "axe0"
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src.w_class = 5
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src.add_fingerprint(user)
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return
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/*
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* Energy Shield
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*/
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/obj/item/weapon/shield/energy/IsShield()
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if(active)
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return 1
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else
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return 0
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You beat yourself in the head with [src]."
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user.take_organ_damage(5)
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active = !active
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if (active)
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force = 10
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icon_state = "eshield[active]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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else
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force = 3
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icon_state = "eshield[active]"
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue [src] can now be concealed."
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add_fingerprint(user)
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return |