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* Adds support for self-filling reagent containers * Sets tool_behaviour on the default set of tools * Fixing merge conflicts * Refactors welder to use tool behaviour * The refactor: part I * The refactor: part II * Tool Refactor Part III: Revenge of the Maint * Tool Refactor Part IV: A New Hope * Tool Refactor Part V: The Oldcoder Strikes Back * Tool Refactor Part VI: Return of the Coder * VII * Holy shit, it compiles?! * Nannek I completed your TODO, you owe me ice cream * Tool helpers; telepad is compliant * Bugtest, Round 1: Fight Fuck refactoring disposals * Buggfixing, Round 2: Electric Boogaloo * Personal crafting uses tool behaviours now * Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing * multitool_check_buffer change; removes some useless things in tool_helpers * proc name change * TRUE/FALSE changes * Bugfixing, Round 3: A Good Day To Bugfix Hard Fixes multiple issues raised by the testmerge * Minor style changes
109 lines
3.6 KiB
Plaintext
109 lines
3.6 KiB
Plaintext
/obj/item/melee/powerfist
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name = "power-fist"
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desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
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icon_state = "powerfist"
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item_state = "powerfist"
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flags = CONDUCT
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attack_verb = list("whacked", "fisted", "power-punched")
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force = 12
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throwforce = 10
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throw_range = 7
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w_class = WEIGHT_CLASS_NORMAL
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
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resistance_flags = FIRE_PROOF
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origin_tech = "combat=5;powerstorage=3;syndicate=3"
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var/click_delay = 1.5
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var/fisto_setting = 1
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var/gasperfist = 3
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var/obj/item/tank/tank = null //Tank used for the gauntlet's piston-ram.
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/obj/item/melee/powerfist/Destroy()
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QDEL_NULL(tank)
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return ..()
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/obj/item/melee/powerfist/examine(mob/user)
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. = ..()
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if(!in_range(user, src))
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. += "<span class='notice'>You'll need to get closer to see any more.</span>"
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else if(tank)
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. += "<span class='notice'>[bicon(tank)] It has [tank] mounted onto it.</span>"
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/obj/item/melee/powerfist/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/tank))
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if(!tank)
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var/obj/item/tank/IT = W
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if(IT.volume <= 3)
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to_chat(user, "<span class='warning'>[IT] is too small for [src].</span>")
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return
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updateTank(W, 0, user)
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return
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return ..()
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/obj/item/melee/powerfist/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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switch(fisto_setting)
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if(1)
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fisto_setting = 2
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if(2)
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fisto_setting = 3
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if(3)
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fisto_setting = 1
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to_chat(user, "<span class='notice'>You tweak [src]'s piston valve to [fisto_setting].</span>")
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/obj/item/melee/powerfist/screwdriver_act(mob/user, obj/item/I)
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if(!tank)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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updateTank(tank, 1, user)
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/obj/item/melee/powerfist/proc/updateTank(obj/item/tank/thetank, removing = 0, mob/living/carbon/human/user)
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if(removing)
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if(!tank)
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to_chat(user, "<span class='notice'>[src] currently has no tank attached to it.</span>")
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return
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to_chat(user, "<span class='notice'>You detach [thetank] from [src].</span>")
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tank.forceMove(get_turf(user))
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user.put_in_hands(tank)
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tank = null
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if(!removing)
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if(tank)
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to_chat(user, "<span class='warning'>[src] already has a tank.</span>")
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return
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if(!user.unEquip(thetank))
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return
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to_chat(user, "<span class='notice'>You hook [thetank] up to [src].</span>")
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tank = thetank
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thetank.forceMove(src)
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/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
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if(!tank)
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to_chat(user, "<span class='warning'>[src] can't operate without a source of gas!</span>")
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return
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if(tank && !tank.air_contents.remove(gasperfist * fisto_setting))
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to_chat(user, "<span class='warning'>[src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
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playsound(loc, 'sound/effects/refill.ogg', 50, 1)
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return
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user.do_attack_animation(target)
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target.apply_damage(force * fisto_setting, BRUTE)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
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new /obj/effect/temp_visual/kinetic_blast(target.loc)
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playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
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playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
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var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
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target.throw_at(throw_target, 5 * fisto_setting, 0.2)
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add_attack_logs(user, target, "POWER FISTED with [src]")
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user.changeNext_move(CLICK_CD_MELEE * click_delay)
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