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runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human) call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process() runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...") Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield- able stuff is now in twohanded.dm Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW. All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy. Fixed some bad code with poddoors (which is used for the shutters in QM) Revision: r3435 Author: elly1...@rocketmail.com
116 lines
3.5 KiB
Plaintext
116 lines
3.5 KiB
Plaintext
/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/obj/item/weapon/twohanded
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var/wielded = 0
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var/force_unwielded = 0
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var/force_wielded = 0
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/obj/item/weapon/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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name = "[initial(name)]"
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update_icon()
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/obj/item/weapon/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[initial(name)] (Wielded)"
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update_icon()
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/obj/item/weapon/twohanded/dropped(mob/user as mob)
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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//bit of a hack but it keeps other code pretty neat and with fewer conditionals
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var/obj/item/weapon/twohanded/O
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if(user)
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if(user.l_hand)
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O = user.l_hand
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else
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O = user.r_hand
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if(O && istype(O))
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O.unwield()
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return unwield()
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/obj/item/weapon/twohanded/update_icon()
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return
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/obj/item/weapon/twohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/twohanded/attack_self(mob/user as mob)
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if( istype(user,/mob/living/carbon/monkey) )
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user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
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return
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..()
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if(wielded) //Trying to unwield it
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unwield()
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user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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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 << "<span class='warning'>You need your other hand to be empty</span>"
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return
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wield()
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user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
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var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[initial(name)] - offhand"
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O.desc = "Your second grip on the [initial(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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///////////OFFHAND///////////////
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/obj/item/weapon/twohanded/offhand
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w_class = 5.0
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icon_state = "offhand"
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name = "offhand"
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unwield()
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del(src)
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wield()
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del(src)
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////////////FIREAXE!//////////////
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/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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force = 5
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w_class = 4.0
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flags = ONBACK
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force_unwielded = 5
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force_wielded = 18
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/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
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icon_state = "fireaxe[wielded]"
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return
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/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
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..()
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if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
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if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
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var/obj/structure/window/W = A
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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if (W.dir == SOUTHWEST)
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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del(A) |