Files
Yogstation/code/game/objects/items/melee/misc.dm
Ling a737b7291e Fix a ton of harddels (#17803)
* Fix a ton of harddels

* Out of scope

* Stupid
2023-02-11 16:35:33 +00:00

769 lines
26 KiB
Plaintext

/obj/item/melee
item_flags = NEEDS_PERMIT
/obj/item/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
icon = 'icons/obj/weapons/misc.dmi'
icon_state = "chain"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 10
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
materials = list(/datum/material/iron = 1000)
/obj/item/melee/chainofcommand/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return (OXYLOSS)
/obj/item/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems made of synthetic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/changeling.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 20
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = SHARP_EDGED
/obj/item/melee/synthetic_arm_blade/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 60, 80) //very imprecise
/obj/item/melee/sabre
name = "officer's sabre"
desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
icon = 'icons/obj/weapons/swords.dmi'
icon_state = "sabre"
item_state = "sabre"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
force = 15
throwforce = 10
wound_bonus = 10
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = SHARP_EDGED
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(/datum/material/iron = 1000)
/obj/item/melee/cutlass
name = "cutlass"
desc = "YAAAAAR! A fine weapon for a pirate, fit for slicing land-lubbers." //All pirate weapons must have pirate quips from now on it is non-negotiable
icon = 'icons/obj/weapons/swords.dmi'
icon_state = "metalcutlass"
item_state = "metalcutlass"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 18
throwforce = 10
w_class = WEIGHT_CLASS_HUGE
block_chance = 30
sharpness = SHARP_EDGED
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(/datum/material/iron = 1000)
/obj/item/melee/sabre/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
/obj/item/melee/sabre/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(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
/obj/item/melee/sabre/on_exit_storage(datum/component/storage/concrete/S)
var/obj/item/storage/belt/sabre/B = S.real_location()
if(istype(B))
playsound(B, 'sound/items/unsheath.ogg', 25, TRUE)
/obj/item/melee/sabre/on_enter_storage(datum/component/storage/concrete/S)
var/obj/item/storage/belt/sabre/B = S.real_location()
if(istype(B))
playsound(B, 'sound/items/sheath.ogg', 25, TRUE)
/obj/item/melee/sabre/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!"))
var/i = 0
ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
if(iscarbon(user))
var/mob/living/carbon/Cuser = user
var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src)
var/list/limbs_to_dismember
var/list/arms = list()
var/list/legs = list()
var/obj/item/bodypart/bodypart
for(bodypart in Cuser.bodyparts)
if(bodypart == holding_bodypart)
continue
if(bodypart.body_part & ARMS)
arms += bodypart
else if (bodypart.body_part & LEGS)
legs += bodypart
limbs_to_dismember = arms + legs
if(holding_bodypart)
limbs_to_dismember += holding_bodypart
var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len)
for(bodypart in limbs_to_dismember)
i++
addtimer(CALLBACK(src, .proc/suicide_dismember, user, bodypart), speedbase * i)
addtimer(CALLBACK(src, .proc/manual_suicide, user), (5 SECONDS) * i)
return MANUAL_SUICIDE
/obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting)
if(!QDELETED(affecting) && affecting.dismemberable && affecting.owner == user && !QDELETED(user))
playsound(user, hitsound, 25, 1)
affecting.dismember(BRUTE)
user.adjustBruteLoss(20)
/obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped)
if(!QDELETED(user))
user.adjustBruteLoss(200)
user.death(FALSE)
REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
/obj/item/melee/beesword
name = "The Stinger"
desc = "Taken from a giant bee and folded over one thousand times in pure honey. Can sting through anything."
icon = 'icons/obj/weapons/swords.dmi'
icon_state = "beesword"
item_state = "stinger"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_BULKY
sharpness = SHARP_EDGED
force = 7
throwforce = 10
block_chance = 20
armour_penetration = 85
attack_verb = list("slashed", "stung", "prickled", "poked")
hitsound = 'sound/weapons/rapierhit.ogg'
/obj/item/melee/beesword/afterattack(atom/target, mob/user, proximity = TRUE)
. = ..()
user.changeNext_move(CLICK_CD_RAPID)
if(iscarbon(target))
var/mob/living/carbon/H = target
H.reagents.add_reagent(/datum/reagent/toxin/histamine, 4)
/obj/item/melee/beesword/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is stabbing [user.p_them()]self in the throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(get_turf(src), hitsound, 75, 1, -1)
return TOXLOSS
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "baton"
item_state = "classic_baton"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown_check = 0 // Used interally, you don't want to modify
var/cooldown = 1 SECONDS // Default wait time until can stun again.
var/knockdown_time_carbon = 1.5 SECONDS // Knockdown length for carbons.
var/stun_time_silicon = 5 SECONDS // If enabled, how long do we stun silicons.
var/stamina_damage = 60 // How much stamina damage we deal.
var/block_threshold = 60 // Threshold at which armor blocks special effects.
var/affect_silicon = FALSE // Does it stun silicons.
var/on_sound // "On" sound, played when switching between able to stun or not.
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
var/stun_animation = FALSE // Do we animate the "hit" when stunning.
var/on = TRUE // Are we on or off.
var/on_icon_state // What is our sprite when turned on
var/off_icon_state // What is our sprite when turned off
var/on_item_state // What is our in-hand sprite when turned on
var/force_on // Damage when on - not stunning
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
wound_bonus = 15
// Handles all the effects if a successful strike
/obj/item/melee/classic_baton/proc/stun(mob/living/target, mob/living/user)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
var/datum/martial_art/M = H.check_block()
if(M)
M.handle_counter(target, user)
return
var/list/desc = get_hit_description(target, user)
var/obj/item/bodypart/affecting = target.get_bodypart(user.zone_selected)
var/armor_block = target.run_armor_check(affecting, MELEE)
target.apply_damage(stamina_damage, STAMINA, user.zone_selected, armor_block)
var/current_stamina_damage = target.getStaminaLoss()
if(stun_animation)
user.do_attack_animation(target)
if(user)
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
log_combat(user, target, "stunned")
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
if(current_stamina_damage >= 100)
desc = get_stun_description(target, user)
target.Knockdown(knockdown_time_carbon)
target.visible_message(desc["visible"], desc["local"])
return
if(armor_block >= block_threshold)
target.visible_message(desc["visible"], desc["local"])
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
// Special effects
if(affecting?.stamina_dam >= 50 && (istype(affecting, /obj/item/bodypart/l_leg) || istype(affecting, /obj/item/bodypart/r_leg)))
desc = get_stun_description(target, user)
target.Knockdown(knockdown_time_carbon)
else if(istype(affecting, /obj/item/bodypart/l_arm) && target.held_items[LEFT_HANDS])
target.dropItemToGround(target.held_items[LEFT_HANDS])
else if(istype(affecting, /obj/item/bodypart/r_arm) && target.held_items[RIGHT_HANDS])
target.dropItemToGround(target.held_items[RIGHT_HANDS])
target.visible_message(desc["visible"], desc["local"])
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/stun_silicon(mob/living/silicon/target, mob/living/user)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Paralyze(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if (stun_animation)
user.do_attack_animation(target)
// Description for trying to stun when still on cooldown.
/obj/item/melee/classic_baton/proc/get_wait_description()
return
// Description for when turning their baton "on"
/obj/item/melee/classic_baton/proc/get_on_description()
. = list()
.["local_on"] = span_danger("You extend the baton.")
.["local_off"] = span_danger("You collapse the baton.")
return .
// Default message for hitting mob.
/obj/item/melee/classic_baton/proc/get_hit_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = span_danger("[user] struck [target] with [src]!")
.["local"] = span_danger("[user] struck [target] with [src]!")
return .
// Default message for stunning mob.
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = span_danger("[user] has knocked down [target] with [src]!")
.["local"] = span_danger("[user] has knocked down [target] with [src]!")
return .
// Default message for stunning a silicon.
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = span_danger("[user] pulses [target]'s sensors with the baton!")
.["local"] = span_danger("You pulse [target]'s sensors with the baton!")
return .
// Are we applying any special effects when we stun to carbon
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
return
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
return
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
if(HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS))
to_chat(user, span_warning("You can't seem to remember how this works!"))
return
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You hit yourself over the head.</span>")
user.Paralyze(knockdown_time_carbon * force)
user.adjustStaminaLoss(stamina_damage)
additional_effects_carbon(user) // user is the target here
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
// We don't stun if we're on harm.
if (user.a_intent != INTENT_HARM)
if (affect_silicon)
stun_silicon(target, user)
else
..()
else
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!iscyborg(target))
return
else
if(cooldown_check <= world.time)
stun(target, user)
else
var/wait_desc = get_wait_description()
if (wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/donkbat
name = "toy baseball bat"
desc = "A colorful foam baseball bat. The label on the handle reads Donksoft. Feels...heavy."
icon = 'icons/obj/toy.dmi'
icon_state = "baseballbat_donk"
item_state = "baseball_bat_donk"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 6
stamina_damage = 40
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon_state = "telebaton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
on = FALSE
on_sound = 'sound/weapons/batonextend.ogg'
on_icon_state = "telebaton_1"
off_icon_state = "telebaton_0"
on_item_state = "nullrod"
force_on = 10
force_off = 0
stamina_damage = 40
block_threshold = 50
weight_class_on = WEIGHT_CLASS_BULKY
bare_wound_bonus = 5
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain)
user.visible_message(span_suicide("[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear [user.p_their()] mind."))
if(!on)
src.attack_self(user)
else
playsound(src, on_sound, 50, 1)
add_fingerprint(user)
sleep(0.3 SECONDS)
if (!QDELETED(H))
if(!QDELETED(B))
H.internal_organs -= B
qdel(B)
new /obj/effect/gibspawner/generic(H.drop_location(), H)
return (BRUTELOSS)
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
stamina_damage = initial(stamina_damage)
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = force_off
stamina_damage = 0
attack_verb = list("hit", "poked")
playsound(src.loc, on_sound, 50, 1)
add_fingerprint(user)
/obj/item/melee/classic_baton/telescopic/contractor_baton
name = "contractor baton"
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
icon_state = "contractor_baton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 5
cooldown = 25
stamina_damage = 85
affect_silicon = TRUE
on_sound = 'sound/weapons/contractorbatonextend.ogg'
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
stun_animation = TRUE
on_icon_state = "contractor_baton_1"
off_icon_state = "contractor_baton_0"
on_item_state = "contractor_baton"
force_on = 16
force_off = 5
weight_class_on = WEIGHT_CLASS_NORMAL
/obj/item/melee/classic_baton/telescopic/contractor_baton/stun(mob/living/target, mob/living/user)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
var/datum/martial_art/M = H.check_block()
if(M)
M.handle_counter(target, user)
return
var/list/desc = get_stun_description(target, user)
if (stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
target.Knockdown(knockdown_time_carbon)
target.adjustStaminaLoss(stamina_damage)
additional_effects_carbon(target, user)
log_combat(user, target, "stunned", src)
add_fingerprint(user)
target.visible_message(desc["visible"], desc["local"])
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = WEAKREF(user)
cooldown_check = world.time + cooldown
/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
return span_danger("The baton is still charging!")
/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
target.Jitter(20)
target.stuttering += 20
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
icon = 'icons/obj/weapons/swords.dmi'
icon_state = "supermatter_sword"
item_state = "supermatter_sword"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = null
w_class = WEIGHT_CLASS_BULKY
force = 0.001
armour_penetration = 1000
var/obj/machinery/power/supermatter_crystal/shard
var/balanced = 1
force_string = "INFINITE"
/obj/item/melee/supermatter_sword/Initialize()
. = ..()
shard = new /obj/machinery/power/supermatter_crystal(src)
qdel(shard.countdown)
shard.countdown = null
START_PROCESSING(SSobj, src)
visible_message(span_warning("[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all."))
/obj/item/melee/supermatter_sword/process()
if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
return
if(!isturf(src.loc))
var/atom/target = src.loc
forceMove(target.loc)
consume_everything(target)
else
var/turf/T = get_turf(src)
if(!isspaceturf(T))
consume_turf(T)
/obj/item/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag)
. = ..()
if(user && target == user)
user.dropItemToGround(src)
if(proximity_flag)
consume_everything(target)
/obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if(ismob(hit_atom))
var/mob/M = hit_atom
if(src.loc == M)
M.dropItemToGround(src)
consume_everything(hit_atom)
/obj/item/melee/supermatter_sword/pickup(user)
..()
balanced = 0
/obj/item/melee/supermatter_sword/ex_act(severity, target)
visible_message(span_danger("The blast wave smacks into [src] and rapidly flashes to ash."),\
span_italics("You hear a loud crack as you are washed with a wave of heat."))
consume_everything()
/obj/item/melee/supermatter_sword/acid_act()
visible_message(span_danger("The acid smacks into [src] and rapidly flashes to ash."),\
span_italics("You hear a loud crack as you are washed with a wave of heat."))
consume_everything()
/obj/item/melee/supermatter_sword/bullet_act(obj/item/projectile/P)
visible_message(span_danger("[P] smacks into [src] and rapidly flashes to ash."),\
span_italics("You hear a loud crack as you are washed with a wave of heat."))
consume_everything(P)
return BULLET_ACT_HIT
/obj/item/melee/supermatter_sword/suicide_act(mob/user)
user.visible_message(span_suicide("[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!"))
user.dropItemToGround(src, TRUE)
shard.Bumped(user)
/obj/item/melee/supermatter_sword/proc/consume_everything(target)
if(isnull(target))
shard.Consume()
else if(!isturf(target))
shard.Bumped(target)
else
consume_turf(target)
/obj/item/melee/supermatter_sword/proc/consume_turf(turf/T)
var/oldtype = T.type
var/turf/newT = T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
if(newT.type == oldtype)
return
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message(span_danger("[T] smacks into [src] and rapidly flashes to ash."),\
span_italics("You hear a loud crack as you are washed with a wave of heat."))
shard.Consume()
CALCULATE_ADJACENT_TURFS(T)
/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/singularity_sword
name = "singularity sword"
desc = "Spins so hard that it turns any struck foe into mincemeat instantaneously. Make sure not to stick around when you swing it at someone."
icon = 'icons/obj/weapons/swords.dmi'
icon_state = "singularity_sword"
item_state = "singularity_sword"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = null
w_class = WEIGHT_CLASS_BULKY
force = 0
force_string = "INFINITE SPIN"
resistance_flags = INDESTRUCTIBLE
/obj/item/melee/singularity_sword/afterattack(target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
var/turf/T = get_turf(target)
var/obj/singularity/S = new(T)
S.consume(target)
else
return FALSE
/obj/item/melee/singularity_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
var/turf/T = get_turf(hit_atom)
var/obj/singularity/S = new(T)
S.consume(hit_atom)
/// Simple whip that does additional damage(8 brute to be exact) to simple animals
/obj/item/melee/curator_whip
name = "curator's whip"
desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
icon = 'icons/obj/weapons/misc.dmi'
icon_state = "whip"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 12
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/whip.ogg'
/obj/item/melee/curator_whip/afterattack(target, mob/user, proximity_flag)
. = ..()
if(isanimal(target) && proximity_flag)
var/mob/living/simple_animal/A = target
A.apply_damage(8, BRUTE)
/obj/item/melee/roastingstick
name = "advanced roasting stick"
desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "roastingstick_0"
item_state = "null"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
attack_verb = list("hit", "poked")
var/obj/item/reagent_containers/food/snacks/sausage/held_sausage
var/static/list/ovens
var/on = FALSE
var/datum/beam/beam
/obj/item/melee/roastingstick/Initialize()
. = ..()
if (!ovens)
ovens = typecacheof(list(/obj/singularity, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire, /obj/structure/destructible/clockwork/massive/ratvar, /obj/structure/destructible/clockwork/massive/celestial_gateway))
/obj/item/melee/roastingstick/attack_self(mob/user)
on = !on
if(on)
extend(user)
else
if (held_sausage)
to_chat(user, span_warning("You can't retract [src] while [held_sausage] is attached!"))
return
retract(user)
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
/obj/item/melee/roastingstick/attackby(atom/target, mob/user)
..()
if (istype(target, /obj/item/reagent_containers/food/snacks/sausage))
if (!on)
to_chat(user, span_warning("You must extend [src] to attach anything to it!"))
return
if (held_sausage)
to_chat(user, span_warning("[held_sausage] is already attached to [src]!"))
return
if (user.transferItemToLoc(target, src))
held_sausage = target
else
to_chat(user, span_warning("[target] doesn't seem to want to get on [src]!"))
update_icon()
/obj/item/melee/roastingstick/attack_hand(mob/user)
..()
if (held_sausage)
user.put_in_hands(held_sausage)
held_sausage = null
update_icon()
/obj/item/melee/roastingstick/update_icon()
. = ..()
cut_overlays()
if (held_sausage)
var/mutable_appearance/sausage = mutable_appearance(icon, "roastingstick_sausage")
add_overlay(sausage)
/obj/item/melee/roastingstick/proc/extend(user)
to_chat(user, "<span class ='warning'>You extend [src].</span>")
icon_state = "roastingstick_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY
/obj/item/melee/roastingstick/proc/retract(user)
to_chat(user, "<span class ='notice'>You collapse [src].</span>")
icon_state = "roastingstick_0"
item_state = null
w_class = WEIGHT_CLASS_SMALL
/obj/item/melee/roastingstick/handle_atom_del(atom/target)
if (target == held_sausage)
held_sausage = null
update_icon()
/obj/item/melee/roastingstick/afterattack(atom/target, mob/user, proximity)
. = ..()
if (!on)
return
if (is_type_in_typecache(target, ovens))
if (held_sausage && held_sausage.roasted)
to_chat("Your [held_sausage] has already been cooked.")
return
if (istype(target, /obj/singularity) && get_dist(user, target) < 10)
to_chat(user, "You send [held_sausage] towards [target].")
playsound(src, 'sound/items/rped.ogg', 50, 1)
beam = user.Beam(target,icon_state="rped_upgrade",time=100)
else if (user.Adjacent(target))
to_chat(user, "You extend [src] towards [target].")
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
else
return
if(do_after(user, 10 SECONDS, user))
finish_roasting(user, target)
else
QDEL_NULL(beam)
playsound(src, 'sound/weapons/batonextend.ogg', 50, 1)
/obj/item/melee/roastingstick/proc/finish_roasting(user, atom/target)
to_chat(user, "You finish roasting [held_sausage]")
playsound(src,'sound/items/welder2.ogg',50,1)
held_sausage.add_atom_colour(rgb(103,63,24), FIXED_COLOUR_PRIORITY)
held_sausage.name = "[target.name]-roasted [held_sausage.name]"
held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]."
update_icon()