bf079d29d4
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two. Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench) Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out. Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play) CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin. CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think) Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
711 lines
23 KiB
Plaintext
711 lines
23 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/* Tools!
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* Note: Multitools are /obj/item/device
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*
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* Contains:
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* Wrench
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* Screwdriver
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* Wirecutters
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* Welding Tool
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* Crowbar
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*/
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/*
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* Wrench
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*/
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/obj/item/weapon/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'icons/obj/tools.dmi'
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icon_state = "wrench"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 7
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w_class = 2
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usesound = 'sound/items/Ratchet.ogg'
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materials = list(MAT_METAL=150)
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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toolspeed = 1
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
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/obj/item/weapon/wrench/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src]! It looks like \he's trying to commit suicide.</span>")
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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return (BRUTELOSS)
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/obj/item/weapon/wrench/cyborg
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name = "automatic wrench"
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desc = "An advanced robotic wrench. Can be found in construction cyborgs."
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icon = 'icons/obj/items_cyborg.dmi'
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toolspeed = 2
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/obj/item/weapon/wrench/brass
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name = "brass wrench"
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desc = "A brass wrench. It's faintly warm to the touch."
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icon_state = "wrench_brass"
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toolspeed = 2
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/obj/item/weapon/wrench/power
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name = "Hand Drill"
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desc ="A simple powered drill with a bolt bit"
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icon_state = "drill_bolt"
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item_state = "drill"
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usesound = 'sound/items/drill_use.ogg'
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
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force = 8 //might or might not be too high, subject to change
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throwforce = 8
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attack_verb = list("drilled", "screwed", "jabbed")
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toolspeed = 4
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/obj/item/weapon/wrench/power/attack_self(mob/user)
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playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
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var/obj/item/weapon/wirecutters/power/s_drill = new /obj/item/weapon/screwdriver/power
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user << "<span class='notice'>You attach the screw driver bit to the [src].</span>"
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user.unEquip(src)
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user.put_in_active_hand(s_drill)
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qdel(src)
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obj/item/weapon/wrench/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is pressing the [src] against \his head, it looks like he's trying to drill \his head off")
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return (BRUTELOSS)
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/obj/item/weapon/wrench/medical
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name = "medical wrench"
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desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
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icon_state = "wrench_medical"
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force = 2 //MEDICAL
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throwforce = 4
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origin_tech = "materials=1;engineering=1;biotech=3"
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attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
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/obj/item/weapon/wrench/medical/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take \his soul. It looks like \he's trying to commit suicide.</span>")
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// TODO Make them glow with the power of the M E D I C A L W R E N C H
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// during their ascension
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// Stun stops them from wandering off
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user.Stun(5)
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playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
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// Let the sound effect finish playing
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sleep(20)
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if(!user)
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return
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for(var/obj/item/W in user)
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user.unEquip(W)
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var/obj/item/weapon/wrench/medical/W = new /obj/item/weapon/wrench/medical(loc)
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W.add_fingerprint(user)
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W.desc += " For some reason, it reminds you of [user.name]."
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if(!user)
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return
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user.dust()
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return OXYLOSS
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/*
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* Screwdriver
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*/
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/obj/item/weapon/screwdriver
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name = "screwdriver"
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desc = "You can be totally screwy with this."
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icon = 'icons/obj/tools.dmi'
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icon_state = null
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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w_class = 1
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=75)
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attack_verb = list("stabbed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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usesound = 'sound/items/Screwdriver.ogg'
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toolspeed = 1
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
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/obj/item/weapon/screwdriver/suicide_act(mob/user)
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user.visible_message(pick("<span class='suicide'>[user] is stabbing the [src] into \his temple! It looks like \he's trying to commit suicide.</span>", \
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"<span class='suicide'>[user] is stabbing the [src] into \his heart! It looks like \he's trying to commit suicide.</span>"))
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return(BRUTELOSS)
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/obj/item/weapon/screwdriver/New(loc, var/param_color = null)
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..()
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if(!icon_state)
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if(!param_color)
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param_color = pick("red","blue","pink","brown","green","cyan","yellow")
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icon_state = "screwdriver_[param_color]"
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if (prob(75))
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src.pixel_y = rand(0, 16)
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return
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(!istype(M))
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return ..()
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if(user.zone_selected != "eyes" && user.zone_selected != "head")
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return ..()
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if(user.disabilities & CLUMSY && prob(50))
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M = user
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return eyestab(M,user)
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/obj/item/weapon/screwdriver/brass
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name = "brass screwdriver"
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desc = "A screwdriver made of brass. The handle feels freezing cold."
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icon_state = "screwdriver_brass"
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toolspeed = 2
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/obj/item/weapon/screwdriver/power
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name = "Hand Drill"
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desc = "A simple hand drill with a screwdriver bit attached."
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icon_state = "drill_screw"
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item_state = "drill"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
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force = 8 //might or might not be too high, subject to change
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throwforce = 8
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throw_speed = 2
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throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
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attack_verb = list("drilled", "screwed", "jabbed","whacked")
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hitsound = 'sound/items/drill_hit.ogg'
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usesound = 'sound/items/drill_use.ogg'
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toolspeed = 4
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/obj/item/weapon/screwdriver/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the [src] up to \his temple, it looks like they're trying to commit suicide</span>")
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return(BRUTELOSS)
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/obj/item/weapon/screwdriver/power/attack_self(mob/user)
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playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
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var/obj/item/weapon/wrench/power/b_drill = new /obj/item/weapon/wrench/power
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user << "<span class='notice'>You attach the bolt driver bit to the [src].</span>"
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user.unEquip(src)
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user.put_in_active_hand(b_drill)
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qdel(src)
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/obj/item/weapon/screwdriver/cyborg
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name = "powered screwdriver"
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desc = "An electrical screwdriver, designed to be both precise and quick."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "screwdriver_cyborg"
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usesound = 'sound/items/drill_use.ogg'
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toolspeed = 2
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/*
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* Wirecutters
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*/
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/obj/item/weapon/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'icons/obj/tools.dmi'
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icon_state = null
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 6
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throw_speed = 3
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throw_range = 7
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w_class = 2
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materials = list(MAT_METAL=80)
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attack_verb = list("pinched", "nipped")
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hitsound = 'sound/items/Wirecutter.ogg'
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usesound = 'sound/items/Wirecutter.ogg'
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toolspeed = 1
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
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/obj/item/weapon/wirecutters/New(loc, var/param_color = null)
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..()
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if(!icon_state)
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if(!param_color)
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param_color = pick("yellow","red")
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icon_state = "cutters_[param_color]"
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/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
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if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
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user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
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qdel(C.handcuffed)
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C.handcuffed = null
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if(C.buckled && C.buckled.buckle_requires_restraints)
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C.buckled.unbuckle_mob(C)
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C.update_handcuffed()
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return
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else
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..()
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/obj/item/weapon/wirecutters/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is cutting at \his arteries with the [src]! It looks like \he's trying to commit suicide.</span>")
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1, -1)
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return (BRUTELOSS)
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/obj/item/weapon/wirecutters/brass
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name = "brass wirecutters"
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desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
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icon_state = "cutters_brass"
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toolspeed = 2
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/obj/item/weapon/wirecutters/cyborg
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "cutters_cyborg"
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toolspeed = 2
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/obj/item/weapon/wirecutters/power
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name = "Jaws of Life"
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desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head"
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icon_state = "jaws_cutter"
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item_state = "jawsoflife"
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origin_tech = "materials=2;engineering=2"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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usesound = 'sound/items/jaws_cut.ogg'
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toolspeed = 4
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/obj/item/weapon/wirecutters/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is the [src] around \his neck, it looks like \he's trying to rip \his head off!</span>")
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playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
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var/mob/living/carbon/C = user
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var/obj/item/bodypart/BP = C.get_bodypart("head")
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if(BP)
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BP.drop_limb()// <- i have no idea why this works, but it does
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playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
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else
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user.visible_message("<span class='suicide'>[user] doesn't have a head to cutt off, but dies anyway.</span>")
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return (BRUTELOSS)
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/obj/item/weapon/wirecutters/power/attack_self(mob/user)
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playsound(get_turf(user),"sound/items/change_jaws.ogg",50,1)
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var/obj/item/weapon/crowbar/power/pryjaws = new /obj/item/weapon/crowbar/power
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user << "<span class='notice'>You attach the pry jaws to the [src].</span>"
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user.unEquip(src)
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user.put_in_active_hand(pryjaws)
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qdel(src)
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/*
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* Welding Tool
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*/
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/obj/item/weapon/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by NanoTrasen."
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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item_state = "welder"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 3
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throwforce = 5
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hitsound = "swing_hit"
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usesound = 'sound/items/Welder.ogg'
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var/acti_sound = 'sound/items/WelderActivate.ogg'
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var/deac_sound = 'sound/items/WelderDeactivate.ogg'
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throw_speed = 3
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throw_range = 5
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w_class = 2
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
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resistance_flags = FIRE_PROOF
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materials = list(MAT_METAL=70, MAT_GLASS=30)
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origin_tech = "engineering=1;plasmatech=1"
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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var/change_icons = 1
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var/can_off_process = 0
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var/light_intensity = 2 //how powerful the emitted light is when used.
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heat = 3800
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toolspeed = 1
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/obj/item/weapon/weldingtool/New()
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..()
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create_reagents(max_fuel)
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reagents.add_reagent("welding_fuel", max_fuel)
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update_icon()
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return
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/obj/item/weapon/weldingtool/proc/update_torch()
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cut_overlays()
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if(welding)
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add_overlay("[initial(icon_state)]-on")
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item_state = "[initial(item_state)]1"
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else
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item_state = "[initial(item_state)]"
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/obj/item/weapon/weldingtool/update_icon()
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if(change_icons)
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var/ratio = get_fuel() / max_fuel
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ratio = Ceiling(ratio*4) * 25
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if(ratio == 100)
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icon_state = initial(icon_state)
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else
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icon_state = "[initial(icon_state)][ratio]"
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update_torch()
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return
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/obj/item/weapon/weldingtool/process()
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switch(welding)
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if(0)
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force = 3
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damtype = "brute"
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update_icon()
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if(!can_off_process)
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STOP_PROCESSING(SSobj, src)
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return
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//Welders left on now use up fuel, but lets not have them run out quite that fast
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if(1)
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force = 15
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damtype = "fire"
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if(prob(5))
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remove_fuel(1)
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update_icon()
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//This is to start fires. process() is only called if the welder is on.
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open_flame()
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/obj/item/weapon/weldingtool/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] welds \his every orifice closed! It looks like \he's trying to commit suicide..</span>")
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return (FIRELOSS)
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/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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flamethrower_screwdriver(I, user)
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else if(istype(I, /obj/item/stack/rods))
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flamethrower_rods(I, user)
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else
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return ..()
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/obj/item/weapon/weldingtool/attack(mob/living/carbon/human/H, mob/user)
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if(!istype(H))
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return ..()
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != "harm")
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if(src.remove_fuel(1))
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playsound(loc, 'sound/items/Welder.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the dents on [H]'s [affecting.name].</span>")
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if(!do_mob(user, H, 50))
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return
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item_heal_robotic(H, user, 5, 0)
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else
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return ..()
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/obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity)
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if(!proximity) return
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if(welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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location.hotspot_expose(700, 50, 1)
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if(get_fuel() <= 0)
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user.AddLuminosity(-light_intensity)
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if(isliving(O))
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var/mob/living/L = O
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if(L.IgniteMob())
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message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
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log_game("[key_name(user)] set [key_name(L)] on fire")
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/obj/item/weapon/weldingtool/attack_self(mob/user)
|
|
switched_on(user)
|
|
if(welding)
|
|
SetLuminosity(0)
|
|
user.AddLuminosity(light_intensity)
|
|
update_icon()
|
|
|
|
|
|
//Returns the amount of fuel in the welder
|
|
/obj/item/weapon/weldingtool/proc/get_fuel()
|
|
return reagents.get_reagent_amount("welding_fuel")
|
|
|
|
|
|
//Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use()
|
|
/obj/item/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null)
|
|
if(!welding || !check_fuel())
|
|
return 0
|
|
if(get_fuel() >= amount)
|
|
reagents.remove_reagent("welding_fuel", amount)
|
|
check_fuel()
|
|
if(M)
|
|
M.flash_act(light_intensity)
|
|
return TRUE
|
|
else
|
|
if(M)
|
|
M << "<span class='warning'>You need more welding fuel to complete this task!</span>"
|
|
return FALSE
|
|
|
|
|
|
//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)
|
|
switched_on(user)
|
|
update_icon()
|
|
//mob icon update
|
|
if(ismob(loc))
|
|
var/mob/M = loc
|
|
M.update_inv_hands(0)
|
|
|
|
return 0
|
|
return 1
|
|
|
|
//Switches the welder on
|
|
obj/item/weapon/weldingtool/proc/switched_on(mob/user)
|
|
if(!status)
|
|
user << "<span class='warning'>[src] can't be turned on while unsecured!</span>"
|
|
return
|
|
welding = !welding
|
|
if(welding)
|
|
if(get_fuel() >= 1)
|
|
user << "<span class='notice'>You switch [src] on.</span>"
|
|
playsound(loc, acti_sound, 50, 1)
|
|
force = 15
|
|
damtype = "fire"
|
|
hitsound = 'sound/items/welder.ogg'
|
|
update_icon()
|
|
START_PROCESSING(SSobj, src)
|
|
else
|
|
user << "<span class='warning'>You need more fuel!</span>"
|
|
switched_off(user)
|
|
else
|
|
user << "<span class='notice'>You switch [src] off.</span>"
|
|
playsound(loc, deac_sound, 50, 1)
|
|
switched_off(user)
|
|
|
|
//Switches the welder off
|
|
obj/item/weapon/weldingtool/proc/switched_off(mob/user)
|
|
welding = 0
|
|
if(user == loc) //If player is holding the welder
|
|
user.AddLuminosity(-light_intensity)
|
|
SetLuminosity(0)
|
|
else
|
|
SetLuminosity(0)
|
|
|
|
force = 3
|
|
damtype = "brute"
|
|
hitsound = "swing_hit"
|
|
update_icon()
|
|
|
|
|
|
/obj/item/weapon/weldingtool/pickup(mob/user)
|
|
..()
|
|
if(welding)
|
|
SetLuminosity(0)
|
|
user.AddLuminosity(light_intensity)
|
|
|
|
|
|
/obj/item/weapon/weldingtool/dropped(mob/user)
|
|
..()
|
|
if(welding)
|
|
if(user)
|
|
user.AddLuminosity(-light_intensity)
|
|
SetLuminosity(light_intensity)
|
|
|
|
|
|
/obj/item/weapon/weldingtool/examine(mob/user)
|
|
..()
|
|
user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
|
|
|
|
/obj/item/weapon/weldingtool/is_hot()
|
|
return welding * heat
|
|
|
|
//Returns whether or not the welding tool is currently on.
|
|
/obj/item/weapon/weldingtool/proc/isOn()
|
|
return welding
|
|
|
|
|
|
/obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
|
|
if(welding)
|
|
user << "<span class='warning'>Turn it off first!</span>"
|
|
return
|
|
status = !status
|
|
if(status)
|
|
user << "<span class='notice'>You resecure [src].</span>"
|
|
else
|
|
user << "<span class='notice'>[src] can now be attached and modified.</span>"
|
|
add_fingerprint(user)
|
|
|
|
/obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
|
|
if(!status)
|
|
var/obj/item/stack/rods/R = I
|
|
if (R.use(1))
|
|
var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc)
|
|
if(!remove_item_from_storage(F))
|
|
user.unEquip(src)
|
|
loc = F
|
|
F.weldtool = src
|
|
add_fingerprint(user)
|
|
user << "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>"
|
|
user.put_in_hands(F)
|
|
else
|
|
user << "<span class='warning'>You need one rod to start building a flamethrower!</span>"
|
|
|
|
/obj/item/weapon/weldingtool/ignition_effect(atom/A, mob/user)
|
|
if(welding && remove_fuel(1, user))
|
|
. = "<span class='notice'>[user] casually lights [A] with [src], \
|
|
what a badass.</span>"
|
|
else
|
|
. = ""
|
|
|
|
/obj/item/weapon/weldingtool/largetank
|
|
name = "industrial welding tool"
|
|
desc = "A slightly larger welder with a larger tank."
|
|
icon_state = "indwelder"
|
|
max_fuel = 40
|
|
materials = list(MAT_GLASS=60)
|
|
origin_tech = "engineering=2;plasmatech=2"
|
|
|
|
/obj/item/weapon/weldingtool/largetank/cyborg
|
|
name = "integrated welding tool"
|
|
desc = "An advanced welder designed to be used in robotic systems."
|
|
icon = 'icons/obj/items_cyborg.dmi'
|
|
icon_state = "indwelder"
|
|
toolspeed = 2
|
|
|
|
/obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver()
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/mini
|
|
name = "emergency welding tool"
|
|
desc = "A miniature welder used during emergencies."
|
|
icon_state = "miniwelder"
|
|
max_fuel = 10
|
|
w_class = 1
|
|
materials = list(MAT_METAL=30, MAT_GLASS=10)
|
|
change_icons = 0
|
|
|
|
/obj/item/weapon/weldingtool/mini/flamethrower_screwdriver()
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/hugetank
|
|
name = "upgraded industrial welding tool"
|
|
desc = "An upgraded welder based of the industrial welder."
|
|
icon_state = "upindwelder"
|
|
item_state = "upindwelder"
|
|
max_fuel = 80
|
|
materials = list(MAT_METAL=70, MAT_GLASS=120)
|
|
origin_tech = "engineering=3;plasmatech=2"
|
|
|
|
/obj/item/weapon/weldingtool/experimental
|
|
name = "experimental welding tool"
|
|
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
|
|
icon_state = "exwelder"
|
|
item_state = "exwelder"
|
|
max_fuel = 40
|
|
materials = list(MAT_METAL=70, MAT_GLASS=120)
|
|
origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4"
|
|
var/last_gen = 0
|
|
change_icons = 0
|
|
can_off_process = 1
|
|
light_intensity = 1
|
|
toolspeed = 2
|
|
var/nextrefueltick = 0
|
|
|
|
/obj/item/weapon/weldingtool/experimental/brass
|
|
name = "brass welding tool"
|
|
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
|
|
icon_state = "brasswelder"
|
|
item_state = "brasswelder"
|
|
|
|
|
|
/obj/item/weapon/weldingtool/experimental/process()
|
|
..()
|
|
if(get_fuel() < max_fuel && nextrefueltick < world.time)
|
|
nextrefueltick = world.time + 10
|
|
reagents.add_reagent("welding_fuel", 1)
|
|
|
|
|
|
/*
|
|
* Crowbar
|
|
*/
|
|
|
|
/obj/item/weapon/crowbar
|
|
name = "pocket crowbar"
|
|
desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
|
|
icon = 'icons/obj/tools.dmi'
|
|
icon_state = "crowbar"
|
|
usesound = 'sound/items/Crowbar.ogg'
|
|
flags = CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
force = 5
|
|
throwforce = 7
|
|
w_class = 2
|
|
materials = list(MAT_METAL=50)
|
|
origin_tech = "engineering=1;combat=1"
|
|
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
|
|
toolspeed = 1
|
|
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
|
|
|
|
/obj/item/weapon/crowbar/suicide_act(mob/user)
|
|
user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src]! It looks like \he's trying to commit suicide.</span>")
|
|
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
|
|
return (BRUTELOSS)
|
|
|
|
/obj/item/weapon/crowbar/red
|
|
icon_state = "crowbar_red"
|
|
force = 8
|
|
|
|
/obj/item/weapon/crowbar/brass
|
|
name = "brass crowbar"
|
|
desc = "A brass crowbar. It feels faintly warm to the touch."
|
|
icon_state = "crowbar_brass"
|
|
toolspeed = 2
|
|
|
|
/obj/item/weapon/crowbar/large
|
|
name = "crowbar"
|
|
desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big."
|
|
force = 12
|
|
w_class = 3
|
|
throw_speed = 3
|
|
throw_range = 3
|
|
materials = list(MAT_METAL=70)
|
|
icon_state = "crowbar_large"
|
|
item_state = "crowbar"
|
|
toolspeed = 2
|
|
|
|
/obj/item/weapon/crowbar/cyborg
|
|
name = "hydraulic crowbar"
|
|
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
|
|
icon = 'icons/obj/items_cyborg.dmi'
|
|
usesound = 'sound/items/jaws_pry.ogg'
|
|
force = 10
|
|
toolspeed = 2
|
|
|
|
/obj/item/weapon/crowbar/power
|
|
name = "Jaws of Life"
|
|
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head"
|
|
icon_state = "jaws_pry"
|
|
item_state = "jawsoflife"
|
|
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
|
|
origin_tech = "materials=2;engineering=2"
|
|
usesound = 'sound/items/jaws_pry.ogg'
|
|
force = 15
|
|
toolspeed = 4
|
|
|
|
/obj/item/weapon/crowbar/power/suicide_act(mob/user)
|
|
user.visible_message("<span class='suicide'>[user] is putting his head in the [src], it looks like \he's trying to commit suicide!</span>")
|
|
playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
|
|
return (BRUTELOSS)
|
|
|
|
/obj/item/weapon/crowbar/power/attack_self(mob/user)
|
|
playsound(get_turf(user),"sound/items/change_jaws.ogg",50,1)
|
|
var/obj/item/weapon/wirecutters/power/cutjaws = new /obj/item/weapon/wirecutters/power
|
|
user << "<span class='notice'>You attach the cutting jaws to the [src].</span>"
|
|
user.unEquip(src)
|
|
user.put_in_active_hand(cutjaws)
|
|
qdel(src)
|