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Add a couple bows
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@@ -0,0 +1,123 @@
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/obj/item/weapon/arrow/standard
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name = "arrow"
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desc = "It's got a tip for you - get the point?"
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icon = 'icons/obj/guns/projectile/bows.dmi'
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icon_state = "arrow"
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item_state = "bolt"
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throwforce = 8
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w_class = ITEMSIZE_NORMAL
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sharp = 1
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edge = 0
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/obj/item/weapon/arrow/energy
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name = "hardlight arrow"
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desc = "An arrow made out of energy! Classic?"
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icon = 'icons/obj/guns/projectile/bows.dmi'
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icon_state = "hardlight"
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item_state = "bolt"
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throwforce = 10
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w_class = ITEMSIZE_NORMAL
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sharp = 0
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edge = 1
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/obj/item/weapon/arrow/energy/throw_impact(atom/hit_atom)
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. = ..()
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qdel(src)
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/obj/item/weapon/gun/launcher/crossbow/bow
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name = "shortbow"
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desc = "A common shortbow, capable of firing arrows at high speed towards a target. Useful for hunting while keeping quiet."
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icon = 'icons/obj/guns/projectile/bows.dmi'
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icon_override = 'icons/obj/guns/projectile/bows.dmi'
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icon_state = "bow"
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item_state = "bow"
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fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
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fire_sound_text = "a solid thunk"
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fire_delay = 25
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slot_flags = SLOT_BACK
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tension = 3
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var/drawn = FALSE
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/obj/item/weapon/gun/launcher/crossbow/bow/proc/unload(mob/user)
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var/obj/item/weapon/arrow/A = bolt
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bolt = null
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drawn = FALSE
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A.forceMove(get_turf(user))
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user.put_in_hands(A)
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/obj/item/weapon/gun/launcher/crossbow/bow/consume_next_projectile(mob/user)
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if(!drawn)
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to_chat(user, "<span class='warning'>\The [src] is not drawn back!</span>")
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return null
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return bolt
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/obj/item/weapon/gun/launcher/crossbow/bow/handle_post_fire(mob/user, atom/target)
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bolt = null
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drawn = FALSE
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update_icon()
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..()
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/obj/item/weapon/gun/launcher/crossbow/bow/attack_self(mob/living/user)
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if(bolt)
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
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unload(user)
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update_icon()
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else
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draw(user)
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/obj/item/weapon/gun/launcher/crossbow/bow/draw(var/mob/user)
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if(!bolt)
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to_chat(user, "You don't have anything nocked to [src].")
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return
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if(user.restrained())
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return
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current_user = user
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user.visible_message("<b>[user]</b> begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
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if(do_after(user, 25, src, exclusive = TASK_ALL_EXCLUSIVE))
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drawn = TRUE
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user.visible_message("<b>[user]</b> draws the string on [src] back fully!", "You draw the string on [src] back fully!")
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else
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user.visible_message("<b>[user]</b> stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
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drawn = FALSE
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update_icon()
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/obj/item/weapon/gun/launcher/crossbow/bow/attackby(obj/item/W as obj, mob/user)
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if(!bolt && istype(W,/obj/item/weapon/arrow/standard))
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user.drop_from_inventory(W, src)
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bolt = W
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user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
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update_icon()
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/obj/item/weapon/gun/launcher/crossbow/bow/update_icon()
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if(drawn)
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icon_state = "[initial(icon_state)]_firing"
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else if(bolt)
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icon_state = "[initial(icon_state)]_loaded"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/weapon/gun/launcher/crossbow/bow/hardlight
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name = "hardlight bow"
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icon_state = "bow_hardlight"
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item_state = "bow_hardlight"
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desc = "An energy bow, capable of producing arrows from an internal power supply."
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/obj/item/weapon/gun/launcher/crossbow/bow/hardlight/unload(mob/user)
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qdel_null(bolt)
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/obj/item/weapon/gun/launcher/crossbow/bow/hardlight/attack_self(mob/living/user)
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if(drawn)
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user.visible_message("<b>[user]</b> relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
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drawn = FALSE
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update_icon()
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else if(!bolt)
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user.visible_message("<b>[user]</b> fabricates a new hardlight projectile with [src].","You fabricate a new hardlight projectile with [src].")
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bolt = new /obj/item/weapon/arrow/energy(src)
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update_icon()
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else
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draw(user)
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