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Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
107 lines
3.3 KiB
Plaintext
107 lines
3.3 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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if(user)
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var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
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if(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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user.put_in_inactive_hand(O)
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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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slot_flags = SLOT_BACK
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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) |