Porting the twohanded component.
This commit is contained in:
@@ -803,7 +803,7 @@
|
||||
stage = GIBTONITE_DETONATE
|
||||
explosion(bombturf,1,2,5, adminlog = 0)
|
||||
if(stage == GIBTONITE_STABLE) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
|
||||
var/obj/item/twohanded/required/gibtonite/G = new (src)
|
||||
var/obj/item/gibtonite/G = new (src)
|
||||
if(det_time <= 0)
|
||||
G.quality = 3
|
||||
G.icon_state = "Gibtonite ore 3"
|
||||
|
||||
@@ -136,7 +136,7 @@
|
||||
/turf/closed/wall/mineral/wood/attackby(obj/item/W, mob/user)
|
||||
if(W.sharpness && W.force)
|
||||
var/duration = (48/W.force) * 2 //In seconds, for now.
|
||||
if(istype(W, /obj/item/hatchet) || istype(W, /obj/item/twohanded/fireaxe))
|
||||
if(istype(W, /obj/item/hatchet) || istype(W, /obj/item/fireaxe))
|
||||
duration /= 4 //Much better with hatchets and axes.
|
||||
var/src_type = type
|
||||
if(do_after(user, duration*10, target=src) && type == src_type) //Into deciseconds.
|
||||
|
||||
Reference in New Issue
Block a user