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Code-wide changes: /mob -level procs: equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does. equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob) equip_to_appropriate_slot() is now a /mob - level proc. equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose. New /obj/item -level proc: /obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0) This proc can be used to determine whehter a mob can pick up an item from the item's side. Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
116 lines
3.6 KiB
Plaintext
116 lines
3.6 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/mob_can_equip(M as mob, slot)
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//Cannot equip wielded items.
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if(wielded)
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M << "<span class='warning'>Unwield the [initial(name)] first!</span>"
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return 0
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return ..()
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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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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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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) |