[MIRROR] Fixes esaw icon (#2831)

* Fixes esaw icon

* Update energy.dm
This commit is contained in:
CitadelStationBot
2017-09-18 01:46:20 -05:00
committed by Poojawa
parent 50bd67ad9d
commit d4a577014a

View File

@@ -1,229 +1,230 @@
/obj/item/melee/transforming/energy /obj/item/melee/transforming/energy
hitsound_on = 'sound/weapons/blade1.ogg' hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500 heat = 3500
max_integrity = 200 max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF resistance_flags = FIRE_PROOF
var/brightness_on = 3 var/brightness_on = 3
/obj/item/melee/transforming/energy/Initialize() /obj/item/melee/transforming/energy/Initialize()
. = ..() . = ..()
if(active) if(active)
set_light(brightness_on) set_light(brightness_on)
START_PROCESSING(SSobj, src) START_PROCESSING(SSobj, src)
/obj/item/melee/transforming/energy/Destroy() /obj/item/melee/transforming/energy/Destroy()
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
return ..() return ..()
/obj/item/melee/transforming/energy/suicide_act(mob/user) /obj/item/melee/transforming/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>") user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS) return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna) /obj/item/melee/transforming/energy/add_blood(list/blood_dna)
return 0 return 0
/obj/item/melee/transforming/energy/is_sharp() /obj/item/melee/transforming/energy/is_sharp()
return active * sharpness return active * sharpness
/obj/item/melee/transforming/energy/process() /obj/item/melee/transforming/energy/process()
open_flame() open_flame()
/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text) /obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
. = ..() . = ..()
if(.) if(.)
if(active) if(active)
if(item_color) if(item_color)
icon_state = "sword[item_color]" icon_state = "sword[item_color]"
START_PROCESSING(SSobj, src) START_PROCESSING(SSobj, src)
set_light(brightness_on) set_light(brightness_on)
else else
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
set_light(0) set_light(0)
/obj/item/melee/transforming/energy/is_hot() /obj/item/melee/transforming/energy/is_hot()
return active * heat return active * heat
/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user) /obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
if(!active) if(!active)
return "" return ""
var/in_mouth = "" var/in_mouth = ""
if(iscarbon(user)) if(iscarbon(user))
var/mob/living/carbon/C = user var/mob/living/carbon/C = user
if(C.wear_mask == src) if(C.wear_mask == src)
in_mouth = ", barely missing their nose" in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>" . = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1) playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user) add_fingerprint(user)
/obj/item/melee/transforming/energy/axe /obj/item/melee/transforming/energy/axe
name = "energy axe" name = "energy axe"
desc = "An energized battle axe." desc = "An energized battle axe."
icon_state = "axe0" icon_state = "axe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi' lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi' righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
force = 40 force = 40
force_on = 150 force_on = 150
throwforce = 25 throwforce = 25
throwforce_on = 30 throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3 throw_speed = 3
throw_range = 5 throw_range = 5
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE w_class_on = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1 flags_1 = CONDUCT_1
armour_penetration = 100 armour_penetration = 100
origin_tech = "combat=4;magnets=3" origin_tech = "combat=4;magnets=3"
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut") attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list() attack_verb_on = list()
light_color = "#40ceff" light_color = "#40ceff"
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user) /obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>") user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS) return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/sword /obj/item/melee/transforming/energy/sword
name = "energy sword" name = "energy sword"
desc = "May the force be within you." desc = "May the force be within you."
icon_state = "sword0" icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3 force = 3
throwforce = 5 throwforce = 5
hitsound = "swing_hit" //it starts deactivated hitsound = "swing_hit" //it starts deactivated
attack_verb_off = list("tapped", "poked") attack_verb_off = list("tapped", "poked")
throw_speed = 3 throw_speed = 3
throw_range = 5 throw_range = 5
sharpness = IS_SHARP sharpness = IS_SHARP
embed_chance = 75 embed_chance = 75
embedded_impact_pain_multiplier = 10 embedded_impact_pain_multiplier = 10
armour_penetration = 35 armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4" origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50 block_chance = 50
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text) /obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..() . = ..()
if(. && active && item_color) if(. && active && item_color)
icon_state = "sword[item_color]" icon_state = "sword[item_color]"
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) /obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active) if(active)
return ..() return ..()
return 0 return 0
/obj/item/melee/transforming/energy/sword/cyborg /obj/item/melee/transforming/energy/sword/cyborg
var/hitcost = 50 item_color = "red"
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell) /obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
var/obj/item/stock_parts/cell/C = R.cell if(R.cell)
if(active && !(C.use(hitcost))) var/obj/item/stock_parts/cell/C = R.cell
attack_self(R) if(active && !(C.use(hitcost)))
to_chat(R, "<span class='notice'>It's out of charge!</span>") attack_self(R)
return to_chat(R, "<span class='notice'>It's out of charge!</span>")
return ..() return
return ..()
/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw" /obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness." name = "energy saw"
icon_state = "esaw" desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30 force_on = 30
force = 18 //About as much as a spear force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg' hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi' icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0" icon_state = "esaw_0"
icon_state_on = "esaw_1" icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword item_color = null //stops icon from breaking when turned on.
w_class = WEIGHT_CLASS_NORMAL hitcost = 75 //Costs more than a standard cyborg esword
sharpness = IS_SHARP w_class = WEIGHT_CLASS_NORMAL
light_color = "#40ceff" sharpness = IS_SHARP
light_color = "#40ceff"
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0 /obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER) /obj/item/melee/transforming/energy/sword/saber
var/hacked = FALSE var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..() /obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
if(LAZYLEN(possible_colors)) . = ..()
var/set_color = pick(possible_colors) if(LAZYLEN(possible_colors))
item_color = set_color var/set_color = pick(possible_colors)
light_color = possible_colors[set_color] item_color = set_color
light_color = possible_colors[set_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..() /obj/item/melee/transforming/energy/sword/saber/process()
if(hacked) . = ..()
var/set_color = pick(possible_colors) if(hacked)
light_color = possible_colors[set_color] var/set_color = pick(possible_colors)
update_light() light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED) /obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN) /obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN) /obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER) /obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool)) /obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(!hacked) if(istype(W, /obj/item/device/multitool))
hacked = TRUE if(!hacked)
item_color = "rainbow" hacked = TRUE
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>") item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow" if(active)
user.update_inv_hands() icon_state = "swordrainbow"
else user.update_inv_hands()
to_chat(user, "<span class='warning'>It's already fabulous!</span>") else
else to_chat(user, "<span class='warning'>It's already fabulous!</span>")
return ..() else
return ..()
/obj/item/melee/transforming/energy/sword/pirate
name = "energy cutlass" /obj/item/melee/transforming/energy/sword/pirate
desc = "Arrrr matey." name = "energy cutlass"
icon_state = "cutlass0" desc = "Arrrr matey."
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' icon_state = "cutlass0"
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
icon_state_on = "cutlass1" righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
light_color = "#ff0000" icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/melee/transforming/energy/blade
name = "energy blade" /obj/item/melee/transforming/energy/blade
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." name = "energy blade"
icon_state = "blade" desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' icon_state = "blade"
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
force = 30 //Normal attacks deal esword damage righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/weapons/blade1.ogg' force = 30 //Normal attacks deal esword damage
active = 1 hitsound = 'sound/weapons/blade1.ogg'
throwforce = 1 //Throwing or dropping the item deletes it. active = 1
throw_speed = 3 throwforce = 1 //Throwing or dropping the item deletes it.
throw_range = 1 throw_speed = 3
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such. throw_range = 1
var/datum/effect_system/spark_spread/spark_system w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
sharpness = IS_SHARP var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize() //Most of the other special functions are handled in their own files. aka special snowflake code so kewl
. = ..() /obj/item/melee/transforming/energy/blade/Initialize()
spark_system = new /datum/effect_system/spark_spread() . = ..()
spark_system.set_up(5, 0, src) spark_system = new /datum/effect_system/spark_spread()
spark_system.attach(src) spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return /obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
return
/obj/item/melee/transforming/energy/blade/hardlight
name = "hardlight blade" /obj/item/melee/transforming/energy/blade/hardlight
desc = "An extremely sharp blade made out of hard light. Packs quite a punch." name = "hardlight blade"
icon_state = "lightblade" desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
item_state = "lightblade" icon_state = "lightblade"
item_state = "lightblade"