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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
128 lines
3.7 KiB
Plaintext
128 lines
3.7 KiB
Plaintext
/obj/item/chainsaw
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name = "chainsaw"
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desc = "Vroom vroom."
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icon_state = "chainsaw0"
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item_state = "chainsaw0"
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var/on = 0
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var/max_fuel = 100
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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var/active_force = 55
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var/inactive_force = 10
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/obj/item/chainsaw/Initialize(mapload)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent(REAGENT_ID_FUEL, max_fuel)
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START_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/chainsaw/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/chainsaw/proc/turnOn(mob/user as mob)
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if(on) return
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visible_message("You start pulling the string on \the [src].", "[user] starts pulling the string on the [src].")
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if(max_fuel <= 0)
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if(do_after(user, 15, target = src))
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to_chat(user, "\The [src] won't start!")
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else
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to_chat(user, "You fumble with the string.")
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else
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if(do_after(user, 15, target = src))
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visible_message("You start \the [src] up with a loud grinding!", "[user] starts \the [src] up with a loud grinding!")
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attack_verb = list("shredded", "ripped", "torn")
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playsound(src, 'sound/weapons/chainsaw_startup.ogg',40,1)
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force = active_force
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edge = TRUE
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sharp = TRUE
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on = 1
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update_icon()
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else
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to_chat(user, "You fumble with the string.")
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/obj/item/chainsaw/proc/turnOff(mob/user as mob)
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if(!on) return
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to_chat(user, "You switch the gas nozzle on the chainsaw, turning it off.")
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attack_verb = list("bluntly hit", "beat", "knocked")
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playsound(src, 'sound/weapons/chainsaw_turnoff.ogg',40,1)
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force = inactive_force
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edge = FALSE
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sharp = FALSE
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on = 0
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update_icon()
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/obj/item/chainsaw/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(!on)
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turnOn(user)
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else
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turnOff(user)
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/obj/item/chainsaw/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(on)
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playsound(src, 'sound/weapons/chainsaw_attack.ogg',40,1)
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if(A && on)
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if(get_fuel() > 0)
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reagents.remove_reagent(REAGENT_ID_FUEL, 1)
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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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else if(istype(A,/obj/structure/grille))
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new /obj/structure/grille/broken(A.loc)
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new /obj/item/stack/rods(A.loc)
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qdel(A)
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else if(istype(A,/obj/effect/plant))
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var/obj/effect/plant/P = A
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qdel(P) //Plant isn't surviving that. At all
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else if(istype(A,/obj/machinery/portable_atmospherics/hydroponics))
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var/obj/machinery/portable_atmospherics/hydroponics/Hyd = A
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if(Hyd.seed && !Hyd.dead)
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to_chat(user, span_notice("You shred the plant."))
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Hyd.die()
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if (istype(A, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,A) <= 1)
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to_chat(user, span_notice("You begin filling the tank on the chainsaw."))
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if(do_after(user, 15, target = src))
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A.reagents.trans_to_obj(src, max_fuel)
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playsound(src, 'sound/effects/refill.ogg', 50, 1, -6)
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to_chat(user, span_notice("Chainsaw succesfully refueled."))
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else
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to_chat(user, span_notice("Don't move while you're refilling the chainsaw."))
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/obj/item/chainsaw/process()
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if(!on) return
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if(on)
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if(get_fuel() > 0)
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reagents.remove_reagent(REAGENT_ID_FUEL, 1)
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playsound(src, 'sound/weapons/chainsaw_turnoff.ogg',15,1)
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if(get_fuel() <= 0)
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to_chat(usr, "\The [src] sputters to a stop!")
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turnOff()
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/obj/item/chainsaw/proc/get_fuel()
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return reagents.get_reagent_amount(REAGENT_ID_FUEL)
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/obj/item/chainsaw/examine(mob/user)
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. = ..()
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if(max_fuel && get_dist(user, src) == 0)
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. += span_notice("The [src] feels like it contains roughtly [get_fuel()] units of fuel left.")
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/obj/item/chainsaw/update_icon()
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if(on)
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icon_state = "chainsaw1"
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item_state = "chainsaw1"
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else
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icon_state = "chainsaw0"
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item_state = "chainsaw0"
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