//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /* Tools! * Note: Multitools are /obj/item/device * * Contains: * Wrench * Screwdriver * Wirecutters * Welding Tool * Crowbar */ /* * Wrench */ /obj/item/weapon/wrench name = "wrench" desc = "A wrench with common uses. Can be found in your hand." icon = 'icons/obj/items.dmi' icon_state = "wrench" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 w_class = 2.0 m_amt = 150 origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") /* * Screwdriver */ /obj/item/weapon/screwdriver name = "screwdriver" desc = "You can be totally screwy with this." icon = 'icons/obj/items.dmi' icon_state = "screwdriver" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 5.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 g_amt = 0 m_amt = 75 attack_verb = list("stabbed") suicide_act(mob/user) viewers(user) << pick("\red [user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.", \ "\red [user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.") return(BRUTELOSS) /obj/item/weapon/screwdriver/New() switch(pick("red","blue","purple","brown","green","cyan","yellow")) if ("red") icon_state = "screwdriver2" item_state = "screwdriver" if ("blue") icon_state = "screwdriver" item_state = "screwdriver_blue" if ("purple") icon_state = "screwdriver3" item_state = "screwdriver_purple" if ("brown") icon_state = "screwdriver4" item_state = "screwdriver_brown" if ("green") icon_state = "screwdriver5" item_state = "screwdriver_green" if ("cyan") icon_state = "screwdriver6" item_state = "screwdriver_cyan" if ("yellow") icon_state = "screwdriver7" item_state = "screwdriver_yellow" if (prob(75)) src.pixel_y = rand(0, 16) return /obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) if(!istype(M)) return ..() if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") return ..() if((CLUMSY in user.mutations) && prob(50)) M = user return eyestab(M,user) /* * Wirecutters */ /obj/item/weapon/wirecutters name = "wirecutters" desc = "This cuts wires." icon = 'icons/obj/items.dmi' icon_state = "cutters" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 6.0 throw_speed = 2 throw_range = 9 w_class = 2.0 m_amt = 80 origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") /obj/item/weapon/wirecutters/New() if(prob(50)) icon_state = "cutters-y" item_state = "cutters_yellow" /obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user) if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/handcuffs/cable)) user.visible_message("[user] cuts [C]'s restraints with [src]!") C.handcuffed.loc = null //garbage collector awaaaaay C.handcuffed = null C.update_inv_handcuffed(0) return else ..() /* * Welding Tool */ /obj/item/weapon/weldingtool name = "welding tool" icon = 'icons/obj/items.dmi' icon_state = "welder" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 3 throwforce = 5 throw_speed = 1 throw_range = 5 w_class = 2 m_amt = 70 g_amt = 30 origin_tech = "engineering=1" var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) var/max_fuel = 20 //The max amount of fuel the welder can hold /obj/item/weapon/weldingtool/New() create_reagents(max_fuel) reagents.add_reagent("fuel", max_fuel) /obj/item/weapon/weldingtool/examine() set src in usr ..() usr << "It contains [get_fuel()]/[max_fuel] units of fuel!" /obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/weapon/screwdriver)) flamethrower_screwdriver(I, user) if(istype(I, /obj/item/stack/rods)) flamethrower_rods(I, user) ..() /obj/item/weapon/weldingtool/process() switch(welding) if(0) if(icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called force = 3 damtype = "brute" icon_state = "welder" welding = 0 processing_objects.Remove(src) return //Welders left on now use up fuel, but lets not have them run out quite that fast if(1) if(icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called force = 15 damtype = "fire" icon_state = "welder1" if(prob(5)) remove_fuel(1) //This is to start fires. process() is only called if the welder is on. var/turf/location = loc if(ismob(location)) var/mob/M = location if(M.l_hand == src || M.r_hand == src) location = get_turf(M) if(isturf(location)) location.hotspot_expose(700, 5) /obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity) if(!proximity) return if(istype(O, /obj/structure/reagent_dispensers/fueltank) && in_range(src, O)) if(!welding) O.reagents.trans_to(src, max_fuel) user << "[src] refueled." playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) return else message_admins("[key_name_admin(user)] triggered a fueltank explosion.") log_game("[key_name(user)] triggered a fueltank explosion.") user << "That was stupid of you." explosion(O.loc, -1, 0, 2, flame_range = 2) if(O) del(O) return if(welding) remove_fuel(1) var/turf/location = get_turf(user) location.hotspot_expose(700, 50, 1) if(isliving(O)) var/mob/living/L = O L.IgniteMob() /obj/item/weapon/weldingtool/attack_self(mob/user) toggle(user) //Returns the amount of fuel in the welder /obj/item/weapon/weldingtool/proc/get_fuel() return reagents.get_reagent_amount("fuel") //Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use() /obj/item/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/M = null) if(!welding || !check_fuel()) return 0 if(get_fuel() >= amount) reagents.remove_reagent("fuel", amount) check_fuel() if(M) eyecheck(M) return 1 else if(M) M << "You need more welding fuel to complete this task." return 0 //Returns whether or not the welding tool is currently on. /obj/item/weapon/weldingtool/proc/isOn() return welding //Turns off the welder if there is no more fuel (does this really need to be its own proc?) /obj/item/weapon/weldingtool/proc/check_fuel(mob/user) if(get_fuel() <= 0 && welding) toggle(user, 1) //mob icon update if(ismob(loc)) var/mob/M = loc if(M.r_hand == src) M.update_inv_r_hand(0) else if(M.l_hand == src) M.update_inv_l_hand(0) return 0 return 1 //Toggles the welder off and on /obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0) if(!status) return welding = !welding if(welding) if(remove_fuel(1)) user << "You switch [src] on." force = 15 damtype = "fire" icon_state = "welder1" processing_objects.Add(src) else user << "Need more fuel." welding = 0 else if(!message) user << "You switch [src] off." else user << "[src] shuts off!" force = 3 damtype = "brute" icon_state = "welder" welding = 0 //Decides whether or not to damage a player's eyes based on what they're wearing as protection //Note: This should probably be moved to mob /obj/item/weapon/weldingtool/proc/eyecheck(mob/user) if(!iscarbon(user)) return 1 var/mob/living/carbon/C = user var/safety = C.eyecheck() switch(safety) if(1) usr << "Your eyes sting a little." user.eye_stat += rand(1, 2) if(user.eye_stat > 12) user.eye_blurry += rand(3, 6) if(0) usr << "Your eyes burn." user.eye_stat += rand(2, 4) if(user.eye_stat > 10) user.eye_blurry += rand(4, 10) if(-1) usr << "Your thermals intensify the welder's glow. Your eyes itch and burn severely!" user.eye_blurry += rand(12, 20) user.eye_stat += rand(12, 16) if(user.eye_stat > 10 && safety < 2) user << "Your eyes are really starting to hurt. This can't be good for you!" if (prob(user.eye_stat - 25 + 1)) user << "You go blind!" user.sdisabilities |= BLIND else if(prob(user.eye_stat - 15 + 1)) user << "You go blind!" user.eye_blind = 5 user.eye_blurry = 5 user.disabilities |= NEARSIGHTED spawn(100) user.disabilities &= ~NEARSIGHTED /obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user) if(welding) user << "Turn it off first." return status = !status if(status) user << "You resecure [src]." else user << "[src] can now be attached and modified." add_fingerprint(user) /obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user) if(!status) var/obj/item/stack/rods/R = I R.use(1) var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc) user.drop_from_inventory(src) loc = F F.weldtool = src add_fingerprint(user) user.put_in_hands(F) /obj/item/weapon/weldingtool/largetank name = "industrial welding tool" max_fuel = 40 m_amt = 70 g_amt = 60 origin_tech = "engineering=2" /obj/item/weapon/weldingtool/largetank/cyborg /obj/item/weapon/weldingtool/largetank/cyborg/flamethrower_screwdriver() return /obj/item/weapon/weldingtool/largetank/cyborg/flamethrower_rods() return /obj/item/weapon/weldingtool/hugetank name = "upgraded welding tool" max_fuel = 80 w_class = 3.0 m_amt = 70 g_amt = 120 origin_tech = "engineering=3" /obj/item/weapon/weldingtool/experimental name = "experimental welding tool" max_fuel = 40 w_class = 3.0 m_amt = 70 g_amt = 120 origin_tech = "engineering=4;plasma=3" icon_state = "ewelder" var/last_gen = 0 //Proc to make the experimental welder generate fuel, optimized as fuck -Sieve //i don't think this is actually used, yaaaaay -Pete /obj/item/weapon/weldingtool/experimental/proc/fuel_gen() var/gen_amount = (world.time - last_gen) / 25 reagents += gen_amount if(reagents > max_fuel) reagents = max_fuel /* * Crowbar */ /obj/item/weapon/crowbar name = "crowbar" desc = "Used to hit floors" icon = 'icons/obj/items.dmi' icon_state = "crowbar" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 item_state = "crowbar" w_class = 2.0 m_amt = 50 origin_tech = "engineering=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") /obj/item/weapon/crowbar/red icon = 'icons/obj/items.dmi' icon_state = "red_crowbar" item_state = "crowbar_red"