mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-25 06:06:34 +01:00
Merge branch 'master' into swordsandbow
This commit is contained in:
@@ -41,7 +41,7 @@
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/obj/item/weapon/plastique/attack_self(mob/user as mob)
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var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
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if(user.get_active_hand() == src)
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newtime = CLAMP(newtime, 10, 60000)
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newtime = clamp(newtime, 10, 60000)
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timer = newtime
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to_chat(user, "Timer set for [timer] seconds.")
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@@ -93,10 +93,6 @@
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else if(M.ear_damage >= 5)
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to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
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/obj/item/weapon/grenade/flashbang/Destroy()
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walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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return ..()
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/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
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desc = "Use of this weapon may constiute a war crime in your area, consult your local Site Manager."
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@@ -103,7 +103,7 @@
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origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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var/uses = 10
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/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user, var/click_parameters)
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/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user, attack_modifier, click_parameters)
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var/used_uses = A.emag_act(uses, user, src)
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if(used_uses < 0)
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return ..(A, user, click_parameters)
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@@ -230,17 +230,48 @@ Protectiveness | Armor %
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material_slowdown_modifier = 0
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material_slowdown_multiplier = 0.5
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/obj/item/clothing/accessory/material/custom //Not yet craftable, advanced version made with science!
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/obj/item/clothing/accessory/material/advanced
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name = "custom armor plate"
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desc = "A composite plate of custom machined material, designed to fit into a plate carrier. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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description_info = "This armoured plate has been custom machined out of a piece of material. It is backed by a shear-hardening gel layer, allowing the whole piece to flex and conform to the wearer's body shape. If it was made using strong materials it could be very protective."
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icon_state = "armor_tactical"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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body_parts_covered = UPPER_TORSO | LOWER_TORSO
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slot = ACCESSORY_SLOT_ARMOR_C
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material_armor_modifier = 1.2
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material_slowdown_modifier = 0.5
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material_slowdown_multiplier = 0.4
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/obj/item/clothing/accessory/material/advanced/armguards
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name = "arm guards"
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desc = "A pair of arm pads reinforced with material. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_override = 'icons/mob/modular_armor.dmi'
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icon_state = "armguards_material"
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gender = PLURAL
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body_parts_covered = ARMS
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slot = ACCESSORY_SLOT_ARMOR_A
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material_armor_modifier = 1.1
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material_slowdown_modifier = 1
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material_slowdown_multiplier = 0.4
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/obj/item/clothing/accessory/material/advanced/legguards
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name = "leg guards"
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desc = "A pair of leg guards reinforced with material. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_override = 'icons/mob/modular_armor.dmi'
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icon_state = "legguards_material"
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gender = PLURAL
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body_parts_covered = LEGS
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slot = ACCESSORY_SLOT_ARMOR_L
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material_armor_modifier = 1.1
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material_slowdown_modifier = 1
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material_slowdown_multiplier = 0.4
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/obj/item/clothing/accessory/material/makeshift/armguards
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name = "arm guards"
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desc = "A pair of arm pads reinforced with material. Attaches to a plate carrier."
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@@ -290,7 +321,7 @@ Protectiveness | Armor %
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unbreakable = FALSE
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name = "plate insert"
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desc = "used to craft armor plates for a plate carrier. Trim with a welder for light armor or add a second for heavy armor"
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/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/S = O
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@@ -1,224 +0,0 @@
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/* Two-handed Weapons
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* Contains:
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* Twohanded
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* Fireaxe
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* Double-Bladed Energy Swords
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*/
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/*##################################################################
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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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/*
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* Twohanded
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*/
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/obj/item/weapon/material/twohanded
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w_class = 4
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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var/wieldsound = null
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var/unwieldsound = null
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var/base_icon
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var/base_name
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var/unwielded_force_divisor = 0.25
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/obj/item/weapon/material/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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/obj/item/weapon/material/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[base_name] (Wielded)"
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update_icon()
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/obj/item/weapon/material/twohanded/update_force()
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base_name = name
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if(sharp || edge)
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force_wielded = material.get_edge_damage()
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else
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force_wielded = material.get_blunt_damage()
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force_wielded = round(force_wielded*force_divisor)
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force_unwielded = round(force_wielded*unwielded_force_divisor)
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force = force_unwielded
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throwforce = round(force*thrown_force_divisor)
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//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
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/obj/item/weapon/material/twohanded/Initialize()
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. = ..()
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update_icon()
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/obj/item/weapon/material/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 [base_name] first!</span>"
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return 0
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return ..()
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/obj/item/weapon/material/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/material/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/material/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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/obj/item/weapon/material/twohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
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..()
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.is_small)
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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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else
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return
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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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if (src.unwieldsound)
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playsound(src.loc, unwieldsound, 50, 1)
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var/obj/item/weapon/material/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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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 [base_name] with both hands.</span>"
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if (src.wieldsound)
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playsound(src.loc, wieldsound, 50, 1)
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var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[base_name] - offhand"
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O.desc = "Your second grip on the [base_name]."
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user.put_in_inactive_hand(O)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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return
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///////////OFFHAND///////////////
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/obj/item/weapon/material/twohanded/offhand
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w_class = 5
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icon_state = "offhand"
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name = "offhand"
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default_material = "placeholder"
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/obj/item/weapon/material/twohanded/offhand/unwield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/wield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/update_icon()
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return
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/*
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* Fireaxe
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*/
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/obj/item/weapon/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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base_icon = "fireaxe"
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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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unwielded_force_divisor = 0.25
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force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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sharp = 1
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edge = 1
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slot_flags = SLOT_BACK
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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if(A && wielded)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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/*
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/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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// Not sure what to do with this one, it won't work nicely with the material system,
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// but I don't want to copypaste all the twohanded procs..
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/obj/item/weapon/material/twohanded/dualsaber
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icon_state = "dualsaber0"
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base_icon = "dualsaber"
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name = "double-bladed energy sword"
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desc = "Handle with care."
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force = 3
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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force_wielded = 30
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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flags = NOSHIELD
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origin_tech = "magnets=3;syndicate=4"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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applies_material_colour = 0
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/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
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..()
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if((CLUMSY in user.mutations) && (wielded) &&prob(40))
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user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
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user.take_organ_damage(20,25)
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return
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if((wielded) && prob(50))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
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user.set_dir(i)
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sleep(1)
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/obj/item/weapon/material/twohanded/dualsaber/IsShield()
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if(wielded)
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return 1
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else
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return 0
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*/
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//spears, bay edition
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/obj/item/weapon/material/twohanded/spear
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icon_state = "spearglass0"
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base_icon = "spearglass"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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slot_flags = SLOT_BACK
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force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
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unwielded_force_divisor = 0.65 // 14 when unwielded based on above
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thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
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throw_speed = 3
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edge = 1
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sharp = 1
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flags = NOSHIELD
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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default_material = "glass"
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@@ -494,7 +494,7 @@ var/list/global/tank_gauge_cache = list()
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var/release_ratio = 0.002
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if(tank_pressure)
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release_ratio = CLAMP(sqrt(max(tank_pressure-env_pressure,0)/tank_pressure), 0.002, 1)
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release_ratio = clamp(sqrt(max(tank_pressure-env_pressure,0)/tank_pressure), 0.002, 1)
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var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(release_ratio)
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//dynamic air release based on ambient pressure
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@@ -145,11 +145,9 @@
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/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
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if(!proximity) return
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if (istype(O, /obj/structure/reagent_dispensers) && get_dist(src,O) <= 1)
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var/obj/structure/reagent_dispensers/tank = O
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if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1)
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if(!welding && max_fuel)
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O.reagents.trans_to_obj(src, max_fuel)
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reagents.isolate_reagent("fuel")
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to_chat(user, "<span class='notice'>Welder refueled</span>")
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playsound(src, 'sound/effects/refill.ogg', 50, 1, -6)
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return
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@@ -157,11 +155,11 @@
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to_chat(user, "<span class='notice'>[src] doesn't use fuel.</span>")
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return
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else
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if(O.reagents.has_any_reagent(list("phoron","fuel","hydrophoron")))
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message_admins("[key_name_admin(user)] ruptured a reagent tank with a welding tool, triggering an explosion.")
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log_game("[key_name(user)] ruptured a reagent tank with a welding tool, triggering an explosion.")
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to_chat(user, "<span class='danger'>You begin welding on the reagent tank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>")
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tank.rupture()
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message_admins("[key_name_admin(user)] triggered a fueltank explosion with a welding tool.")
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log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
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to_chat(user, "<span class='danger'>You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>")
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var/obj/structure/reagent_dispensers/fueltank/tank = O
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tank.explode()
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return
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if (src.welding)
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remove_fuel(1)
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Reference in New Issue
Block a user