Fix and refactor of chainsaws
What Does This PR Do
This PR is made on top of #28891 and #28892, so it's better to merge it only after these two.
Fixes syndie chainsaw not applying status effect and knockdowns on hit.
Refactors related code.
Moves some melee items into different .dms.
Creates a standalone .dm file for spellblade - it's huge.
Closes #26615.
Why It's Good For The Game
Bugfix. Also code improvement, i suppose.
Testing
Tested chainsaws on local - they r working in a right way.
Declaration
- [x] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.
Changelog
:cl: fix: Syndie chainsaw is working again. /:cl:
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welp
I'll be honest, I think we've been trying to mostly move away from somewhat empty intermediate subtypes (everything used to be
/obj/item/weaponfor instance and it was pretty hard to pull things out of that). Arguably, we have a lot of items that are melee weapons but would also need to come in here.In general, I'll poke around. The chainsaw changes look mostly good, though.
melee currently stores
/obj/item/melee
icon = 'icons/obj/weapons/melee.dmi'
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
needs_permit = TRUE
or is that still an issue and it would be better to redeclare those 4 vars for every single item (that used to be melee item) existing?
@kyunkyunkyun i'm not sure if this was mentioned to you already but there appeared to be missing icons for the chainsaw variant of the null rod when in-hand
@kyunkyunkyun i'm not sure if this was mentioned to you already but there appeared to be missing icons for the chainsaw variant of the null rod when in-hand
thanks, fixed this and one other, shouldn't be any more icon state issues