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Paradise/code/game/objects/items/weapons/swords_axes_etc.dm
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johnsonmt88@gmail.com 1a8fb7c09e Another small chunk of reorganizing objects.
I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet.

TODO:
- Files that were left in code/game/objects that may conflict with carns work
- Go through all the files in all the subfolders of code/game/objects.
- Move all the defines from /defines/ to their proper spots

Not much right?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:55:46 +00:00

169 lines
4.8 KiB
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/*
CONTAINS:
BANHAMMER
SWORD
BLADE
AXE
CLASSIC BATON
ENERGY SHIELD (where else should i even put this)
*/
//BANHAMMER
/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
// SWORD
/obj/item/weapon/melee/energy/sword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/melee/energy/sword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/sword/New()
color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with [src]."
user.take_organ_damage(5,5)
active = !active
if (active)
force = 30
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass1"
else
icon_state = "sword[color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active."
else
force = 3
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass0"
else
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "\blue [src] can now be concealed."
add_fingerprint(user)
return
/obj/item/weapon/melee/energy/sword/green
New()
color = "green"
/obj/item/weapon/melee/energy/sword/red
New()
color = "red"
// BLADE
//Most of the other special functions are handled in their own files.
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
/obj/item/weapon/melee/energy/blade/dropped()
del(src)
return
/obj/item/weapon/melee/energy/blade/proc/throw()
del(src)
return
// AXE
/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The axe is now energised."
src.force = 150
src.icon_state = "axe1"
src.w_class = 5
else
user << "\blue The axe can now be concealed."
src.force = 40
src.icon_state = "axe0"
src.w_class = 5
src.add_fingerprint(user)
return
// CLASSIC BATON
/obj/item/weapon/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 10
/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head."
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
src.add_fingerprint(user)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
if (M.stuttering < 8 && (!(HULK in M.mutations)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 8
M.Stun(8)
M.Weaken(8)
for(var/mob/O in viewers(M))
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)
else
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
M.Stun(5)
M.Weaken(5)
for(var/mob/O in viewers(M))
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)
//ENERGY SHIELD
/obj/item/weapon/shield/energy/IsShield()
if(active)
return 1
else
return 0
/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You beat yourself in the head with [src]."
user.take_organ_damage(5)
active = !active
if (active)
force = 10
icon_state = "eshield[active]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active."
else
force = 3
icon_state = "eshield[active]"
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "\blue [src] can now be concealed."
add_fingerprint(user)
return