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VOREStation/code/game/objects/items/weapons/shields_vr.dm
T
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00

104 lines
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/obj/item/shield/energy/imperial
name = "energy scutum"
desc = "It's really easy to mispronounce the name of this shield if you've only read it in books."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "impshield" // eshield1 for expanded
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi')
/obj/item/shield/fluff/wolfgirlshield
name = "Autumn Shield"
desc = "A shiny silvery shield with a large red leaf symbol in the center."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "wolfgirlshield"
slot_flags = SLOT_BACK | SLOT_OCLOTHING
force = 5.0
throwforce = 5.0
throw_speed = 2
throw_range = 6
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi', slot_back_str = 'icons/vore/custom_items_vr.dmi', slot_wear_suit_str = 'icons/vore/custom_items_vr.dmi')
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
allowed = list(/obj/item/melee/fluffstuff/wolfgirlsword)
/obj/item/shield/riot/explorer
name = "green away team shield"
desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "explorer_shield"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi'
)
base_block_chance = 40
slot_flags = SLOT_BACK
var/brightness_on
brightness_on = 6
var/on = 0
var/light_applied
//var/light_overlay
//POURPEL WHY U NO COVER
/obj/item/shield/riot/explorer/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(brightness_on)
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc]")
return
on = !on
to_chat(user, "You [on ? "enable" : "disable"] the shield light.")
update_flashlight(user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
/obj/item/shield/riot/explorer/proc/update_flashlight(var/mob/user = null)
if(on && !light_applied)
set_light(brightness_on)
light_applied = 1
else if(!on && light_applied)
set_light(0)
light_applied = 0
update_icon(user)
user.update_mob_action_buttons()
playsound(src, 'sound/weapons/empty.ogg', 15, 1, -3)
/obj/item/shield/riot/explorer/update_icon()
if(on)
icon_state = "explorer_shield_lighted"
else
icon_state = "explorer_shield"
/obj/item/shield/riot/explorer/purple
name = "purple away team shield"
desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention. This one is POURPEL"
icon_state = "explorer_shield_P"
/obj/item/shield/riot/explorer/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/material/knife/machete))
if(cooldown < world.time - 25)
user.visible_message(span_warning("[user] bashes [src] with [W]!"))
playsound(src, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else
..()
/obj/item/shield/riot/explorer/purple/update_icon()
if(on)
icon_state = "explorer_shield_P_lighted"
else
icon_state = "explorer_shield_P"
/obj/item/shield/primitive
name = "primitive shield"
desc = "A defensive object that is little more than planks strapped your arm"
icon = 'icons/obj/weapons.dmi'
icon_state = "buckler"
w_class = ITEMSIZE_LARGE
base_block_chance = 30