Twohand system rework. UNFINISHED.

Added general procs for wielding and unwielding.
Made code more OOP.
Any item can now be twohanded, and twohanding is now done by holding an item in one hand and clicking it with the other.
You can switch hands while wielding now, which is only useful in dropping the offhand to stop wielding.
Need to fix: gibtonite carrying doesn't want to work properly.
This commit is contained in:
ComicIronic
2015-02-05 23:02:39 +00:00
parent 52bdac4c77
commit ba5c79b18c
24 changed files with 158 additions and 239 deletions

View File

@@ -724,7 +724,7 @@ Pressure: [env.return_pressure()]"}
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
var/obj/item/weapon/fire_axe = new(M)
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
if("masked killer")
@@ -739,7 +739,7 @@ Pressure: [env.return_pressure()]"}
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
var/obj/item/weapon/fire_axe = new(M)
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
for(var/obj/item/carried_item in M.contents)