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128 lines
4.0 KiB
Plaintext
128 lines
4.0 KiB
Plaintext
// Glass shards
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/obj/item/shard
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name = "glass shard"
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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sharp = TRUE
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desc = "Could probably be used as ... a throwing weapon?"
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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, "bio" = 0, "rad" = 0)
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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/New()
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..()
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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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/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(istype(AM, /obj/item/storage))
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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)
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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(iswelder(I))
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var/obj/item/weldingtool/WT = I
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/glass/NG = new (user.loc)
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for(var/obj/item/stack/sheet/glass/G in user.loc)
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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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else
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return ..()
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/obj/item/shard/Crossed(AM as mob|obj)
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if(isliving(AM))
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var/mob/living/M = AM
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if(M.incorporeal_move || M.flying || M.throwing)//you are incorporal or flying or being thrown ..no shard stepping!
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return
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to_chat(M, "<span class='danger'>You step on \the [src]!</span>")
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playsound(loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
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var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
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if(!affecting)
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return
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if(affecting.is_robotic())
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return
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H.Weaken(3)
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if(affecting.receive_damage(5, 0))
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H.UpdateDamageIcon()
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..()
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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 = 8
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throwforce = 15
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icon_state = "plasmalarge"
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sharp = TRUE
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/obj/item/shard/plasma/New()
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..()
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icon_state = pick("plasmalarge", "plasmamedium", "plasmasmall")
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switch(icon_state)
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if("plasmasmall")
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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if("plasmamedium")
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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if("plasmalarge")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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/obj/item/shard/plasma/attackby(obj/item/W, mob/user, params)
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if(iswelder(W))
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/plasmaglass/NG = new (user.loc)
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for(var/obj/item/stack/sheet/plasmaglass/G in user.loc)
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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, params)
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to_chat(usr, "You add the newly-formed plasma glass to the stack. It now contains [NG.amount] sheets.")
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qdel(src)
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else
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return ..()
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