Thanks GlyphGryph, that means a lot coming from a major coder like you! I really did try to put a lot of thought into these so they’d be useful, entertaining, and not overpowered or too similar. I didn’t want these to be just one more thing to smack zeds with, i wanted them to be genuinely useful, multi-purpose tools (if anything, the zed-smacking potential is just a bonus). That’s actually why I did the unique menu text for each one, to help set them apart from each other.
An0n - The stats for each one are directly based on the stats of the weapons they’re made from. Specifically, the weight is the weapon’s original weight plus the weight of the spray can flamethrower used to make them, and they do 20% more damage when active then their normal counterparts. BTW good catch, the No. 9 is a reference to the guy from PE2, but I couldn’t think of any quotes from him to use as text in the menus, so I ended up just using generic text for it.
i2amroy - Actually each Heatblade has two unique iuse functions and two unique items; one for the inactive state and one for the active one. I originally tried to have just a pair of universal iuse functions, but it was too difficult to make the active-inactive switching work. The code would have to look at which item was calling it, determine which item was that one’s counterpart, and switch to the appropriate item, which almost immediately turned into a massive headache. I also realized I wanted unique menu text for each one, which would have made it ten times worse. So I just decided to give every item it’s own iuse, and hope I didn’t get yelled at for cluttering up iuse.cpp too much :). Fun fact: about 80% of the coding for these is actually just copied from the chainsaw.