Files
Polaris/code/game/objects/items/weapons/melee/energy.dm
2015-08-28 14:39:28 -04:00

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/obj/item/weapon/melee/energy
var/active = 0
var/active_force
var/active_throwforce
var/active_w_class
sharp = 0
edge = 0
armor_penetration = 50
flags = NOBLOODY
/obj/item/weapon/melee/energy/proc/activate(mob/living/user)
anchored = 1
if(active)
return
active = 1
force = active_force
throwforce = active_throwforce
sharp = 1
edge = 1
w_class = active_w_class
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
/obj/item/weapon/melee/energy/proc/deactivate(mob/living/user)
anchored = 0
if(!active)
return
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
active = 0
force = initial(force)
throwforce = initial(throwforce)
sharp = initial(sharp)
edge = initial(edge)
w_class = initial(w_class)
/obj/item/weapon/melee/energy/attack_self(mob/living/user as mob)
if (active)
if ((CLUMSY in user.mutations) && prob(50))
user.visible_message("<span class='danger'>\The [user] accidentally cuts \himself with \the [src].</span>",\
"<span class='danger'>You accidentally cut yourself with \the [src].</span>")
user.take_organ_damage(5,5)
deactivate(user)
else
activate(user)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
/obj/item/weapon/melee/energy/suicide_act(mob/user)
var/tempgender = "[user.gender == MALE ? "he's" : user.gender == FEMALE ? "she's" : "they are"]"
if (active)
viewers(user) << pick("<span class='danger'>\The [user] is slitting \his stomach open with \the [src]! It looks like [tempgender] trying to commit seppuku.</span>", \
"<span class='danger'>\The [user] is falling on \the [src]! It looks like [tempgender] trying to commit suicide.</span>")
return (BRUTELOSS|FIRELOSS)
/*
* Energy Axe
*/
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energised battle axe."
icon_state = "axe0"
//active_force = 150 //holy...
active_force = 60
active_throwforce = 35
active_w_class = 5
//force = 40
//throwforce = 25
force = 20
throwforce = 10
throw_speed = 1
throw_range = 5
w_class = 3
flags = CONDUCT | NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 4)
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
sharp = 1
edge = 1
/obj/item/weapon/melee/energy/axe/activate(mob/living/user)
..()
icon_state = "axe1"
user << "<span class='notice'>\The [src] is now energised.</span>"
/obj/item/weapon/melee/energy/axe/deactivate(mob/living/user)
..()
icon_state = initial(icon_state)
user << "<span class='notice'>\The [src] is de-energised. It's just a regular axe now.</span>"
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
viewers(user) << "<span class='warning'>\The [user] swings \the [src] towards \his head! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS|FIRELOSS)
/*
* Energy Sword
*/
/obj/item/weapon/melee/energy/sword
color
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
active_force = 30
active_throwforce = 20
active_w_class = 4
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = 2
flags = NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
sharp = 1
edge = 1
var/blade_color
/obj/item/weapon/melee/energy/sword/dropped(var/mob/user)
..()
if(!istype(loc,/mob))
deactivate(user)
/obj/item/weapon/melee/energy/sword/New()
blade_color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/green/New()
blade_color = "green"
/obj/item/weapon/melee/energy/sword/red/New()
blade_color = "red"
/obj/item/weapon/melee/energy/sword/blue/New()
blade_color = "blue"
/obj/item/weapon/melee/energy/sword/purple/New()
blade_color = "purple"
/obj/item/weapon/melee/energy/sword/activate(mob/living/user)
if(!active)
user << "<span class='notice'>\The [src] is now energised.</span>"
..()
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
icon_state = "sword[blade_color]"
/obj/item/weapon/melee/energy/sword/deactivate(mob/living/user)
if(active)
user << "<span class='notice'>\The [src] deactivates!</span>"
..()
attack_verb = list()
icon_state = initial(icon_state)
/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(active && default_parry_check(user, attacker, damage_source) && prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
return 1
return 0
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
/obj/item/weapon/melee/energy/sword/pirate/activate(mob/living/user)
..()
icon_state = "cutlass1"
/*
*Energy Blade
*/
//Can't be activated or deactivated, so no reason to be a subtype of energy
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
armor_penetration = 100
sharp = 1
edge = 1
anchored = 1 // Never spawned outside of inventory, should be fine.
throwforce = 1 //Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
flags = NOBLOODY
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/mob/living/creator
var/datum/effect/effect/system/spark_spread/spark_system
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
processing_objects |= src
/obj/item/weapon/melee/energy/blade/Destroy()
processing_objects -= src
..()
/obj/item/weapon/melee/energy/blade/attack_self(mob/user as mob)
user.drop_from_inventory(src)
spawn(1) if(src) qdel(src)
/obj/item/weapon/melee/energy/blade/dropped()
spawn(1) if(src) qdel(src)
/obj/item/weapon/melee/energy/blade/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
if(istype(host))
for(var/obj/item/organ/external/organ in host.organs)
for(var/obj/item/O in organ.implants)
if(O == src)
organ.implants -= src
host.pinned -= src
host.embedded -= src
host.drop_from_inventory(src)
spawn(1) if(src) qdel(src)