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* BIO armor is kill * some more stuff that uses bio resist * I did a scuffed merge conflict solve but it works
108 lines
3.4 KiB
Plaintext
108 lines
3.4 KiB
Plaintext
// Glass shards
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/obj/item/shard
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name = "shard"
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desc = "A nasty looking shard of glass."
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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w_class = WEIGHT_CLASS_TINY
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force = 5
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throwforce = 10
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item_state = "shard-glass"
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materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
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max_integrity = 40
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resistance_flags = ACID_PROOF
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sharp = TRUE
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var/cooldown = 0
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var/icon_prefix
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var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
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/obj/item/shard/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='danger'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
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return BRUTELOSS
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/obj/item/shard/proc/set_initial_icon_state()
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icon_state = pick("large", "medium", "small")
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switch(icon_state)
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if("small")
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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if("medium")
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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if("large")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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if(icon_prefix)
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icon_state = "[icon_prefix][icon_state]"
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/obj/item/shard/Initialize()
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. = ..()
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AddComponent(/datum/component/caltrop, force)
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set_initial_icon_state()
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/obj/item/shard/afterattack(atom/movable/AM, mob/user, proximity)
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if(!proximity || !(src in user))
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return
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if(isturf(AM))
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return
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if(isstorage(AM))
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(!H.gloves && !HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
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var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
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if(affecting.is_robotic())
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return
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to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
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if(affecting.receive_damage(force * 0.5))
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H.UpdateDamageIcon()
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/obj/item/shard/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/lightreplacer))
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I.attackby(src, user)
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return
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return ..()
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/obj/item/shard/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, volume = I.tool_volume))
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return
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var/obj/item/stack/sheet/NG = new welded_type(user.loc)
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for(var/obj/item/stack/sheet/G in user.loc)
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if(!istype(G, welded_type))
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continue
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if(G == NG)
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continue
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if(G.amount >= G.max_amount)
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continue
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G.attackby(NG, user)
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to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>")
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qdel(src)
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/obj/item/shard/Crossed(mob/living/L, oldloc)
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if(istype(L) && has_gravity(loc))
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if(L.incorporeal_move || L.flying || L.floating)
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return
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playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
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return ..()
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/obj/item/shard/decompile_act(obj/item/matter_decompiler/C, mob/user)
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C.stored_comms["glass"] += 3
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qdel(src)
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return TRUE
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/obj/item/shard/plasma
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name = "plasma shard"
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desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
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force = 6
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throwforce = 11
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icon_state = "plasmalarge"
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materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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icon_prefix = "plasma"
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welded_type = /obj/item/stack/sheet/plasmaglass
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