Merge pull request #4727 from Citadel-Station-13/upstream-merge-34065
[MIRROR] Fixes reflections
This commit is contained in:
@@ -1,142 +1,142 @@
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/obj/item/shield
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name = "shield"
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block_chance = 50
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "riot"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_GLASS=7500, MAT_METAL=1000)
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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return ..()
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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final_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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final_block_chance = 100
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return ..()
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/obj/item/shield/riot/roman
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name = "roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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item_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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/obj/item/shield/riot/buckler
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name = "wooden buckler"
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desc = "A medieval wooden buckler."
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icon_state = "buckler"
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item_state = "buckler"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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materials = list()
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resistance_flags = FLAMMABLE
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block_chance = 30
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/obj/item/shield/energy
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name = "energy combat shield"
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desc = "A shield capable of stopping most melee attacks. Protects user from almost all energy projectiles. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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/obj/item/shield/energy/IsReflect()
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return (active)
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/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
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if(user.has_disability(DISABILITY_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>You beat yourself in the head with [src].</span>")
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user.take_bodypart_damage(5)
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active = !active
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icon_state = "eshield[active]"
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if(active)
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force = 10
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throwforce = 8
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throw_speed = 2
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w_class = WEIGHT_CLASS_BULKY
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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w_class = WEIGHT_CLASS_TINY
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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add_fingerprint(user)
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/obj/item/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "teleriot0"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = null
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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var/active = 0
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/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/shield/riot/tele/attack_self(mob/living/user)
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active = !active
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icon_state = "teleriot[active]"
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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if(active)
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force = 8
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throwforce = 5
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throw_speed = 2
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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to_chat(user, "<span class='notice'>You extend \the [src].</span>")
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = null
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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add_fingerprint(user)
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/obj/item/shield
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name = "shield"
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block_chance = 50
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "riot"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_GLASS=7500, MAT_METAL=1000)
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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return ..()
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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final_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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final_block_chance = 100
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return ..()
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/obj/item/shield/riot/roman
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name = "roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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item_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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/obj/item/shield/riot/buckler
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name = "wooden buckler"
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desc = "A medieval wooden buckler."
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icon_state = "buckler"
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item_state = "buckler"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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materials = list()
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resistance_flags = FLAMMABLE
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block_chance = 30
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/obj/item/shield/energy
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name = "energy combat shield"
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desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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/obj/item/shield/energy/IsReflect()
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return (active)
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/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
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if(user.has_disability(DISABILITY_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>You beat yourself in the head with [src].</span>")
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user.take_bodypart_damage(5)
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active = !active
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icon_state = "eshield[active]"
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if(active)
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force = 10
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throwforce = 8
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throw_speed = 2
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w_class = WEIGHT_CLASS_BULKY
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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w_class = WEIGHT_CLASS_TINY
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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add_fingerprint(user)
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/obj/item/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "teleriot0"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = null
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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var/active = 0
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/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/shield/riot/tele/attack_self(mob/living/user)
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active = !active
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icon_state = "teleriot[active]"
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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if(active)
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force = 8
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throwforce = 5
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throw_speed = 2
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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to_chat(user, "<span class='notice'>You extend \the [src].</span>")
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = null
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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add_fingerprint(user)
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@@ -68,7 +68,10 @@
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P.firer = src
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P.yo = new_y - curloc.y
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P.xo = new_x - curloc.x
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P.Angle = null
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var/new_angle_s = P.Angle + rand(120,240)
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while(new_angle_s > 180) // Translate to regular projectile degrees
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new_angle_s -= 360
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P.setAngle(new_angle_s)
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return -1 // complete projectile permutation
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@@ -146,6 +146,10 @@
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P.firer = src
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P.yo = new_y - curloc.y
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P.xo = new_x - curloc.x
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var/new_angle_s = P.Angle + rand(120,240)
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while(new_angle_s > 180) // Translate to regular projectile degrees
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new_angle_s -= 360
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P.setAngle(new_angle_s)
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return -1 // complete projectile permutation
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