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.
259 lines
7.8 KiB
Plaintext
259 lines
7.8 KiB
Plaintext
/obj/structure/grille
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desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
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name = "grille"
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = 1
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anchored = 1
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flags = CONDUCT
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
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obj_integrity = 50
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max_integrity = 50
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integrity_failure = 20
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var/obj/item/stack/rods/stored
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/obj/structure/grille/New()
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..()
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stored = new/obj/item/stack/rods(src)
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stored.amount = 2
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/obj/structure/grille/ratvar_act()
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if(broken)
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new /obj/structure/grille/ratvar/broken(src.loc)
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else
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new /obj/structure/grille/ratvar(src.loc)
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qdel(src)
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/obj/structure/grille/Bumped(atom/user)
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if(ismob(user))
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shock(user, 70)
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/obj/structure/grille/attack_paw(mob/user)
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attack_hand(user)
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/obj/structure/grille/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(user.a_intent == "harm")
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if(!shock(user, 70))
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..(user, 1)
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return 1
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/obj/structure/grille/attack_hand(mob/living/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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user.visible_message("<span class='warning'>[user] hits [src].</span>", \
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"<span class='danger'>You hit [src].</span>", \
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"<span class='italics'>You hear twisting metal.</span>")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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/obj/structure/grille/attack_alien(mob/living/user)
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>", \
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"<span class='danger'>You mangle [src].</span>", \
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"<span class='italics'>You hear twisting metal.</span>")
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if(!shock(user, 70))
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take_damage(20, BRUTE, "melee", 1)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0) return 1
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return 1
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else
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if(istype(mover, /obj/item/projectile) && density)
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return prob(30)
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else
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return !density
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/obj/structure/grille/CanAStarPass(ID, dir, caller)
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. = !density
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if(ismovableatom(caller))
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var/atom/movable/mover = caller
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. = . || mover.checkpass(PASSGRILLE)
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/obj/structure/grille/attackby(obj/item/weapon/W, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/wirecutters))
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if(!shock(user, 100))
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playsound(loc, W.usesound, 100, 1)
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deconstruct()
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else if((istype(W, /obj/item/weapon/screwdriver)) && (isturf(loc) || anchored))
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if(!shock(user, 90))
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playsound(loc, W.usesound, 100, 1)
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
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"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
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return
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else if(istype(W, /obj/item/stack/rods) && broken)
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var/obj/item/stack/rods/R = W
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if(!shock(user, 90))
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user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>", \
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"<span class='notice'>You rebuild the broken grille.</span>")
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obj_integrity = max_integrity
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density = 1
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broken = 0
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icon_state = initial(icon_state)
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R.use(1)
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return
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//window placing begin
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else if(istype(W, /obj/item/stack/sheet/rglass) || istype(W, /obj/item/stack/sheet/glass))
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if (!broken)
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var/obj/item/stack/ST = W
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if (ST.get_amount() < 2)
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user << "<span class='warning'>You need at least two sheets of glass for that!</span>"
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return
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var/dir_to_set = SOUTHWEST
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if(!anchored)
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user << "<span class='warning'>[src] needs to be fastened to the floor first!</span>"
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return
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for(var/obj/structure/window/WINDOW in loc)
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user << "<span class='warning'>There is already a window there!</span>"
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return
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user << "<span class='notice'>You start placing the window...</span>"
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if(do_after(user,20, target = src))
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if(!src.loc || !anchored) //Grille broken or unanchored while waiting
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return
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for(var/obj/structure/window/WINDOW in loc) //Another window already installed on grille
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return
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var/obj/structure/window/WD
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if(istype(W, /obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced/fulltile(loc) //reinforced window
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else
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WD = new/obj/structure/window/fulltile(loc) //normal window
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WD.setDir(dir_to_set)
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WD.ini_dir = dir_to_set
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WD.anchored = 0
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WD.state = 0
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ST.use(2)
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user << "<span class='notice'>You place [WD] on [src].</span>"
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return
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//window placing end
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else if(istype(W, /obj/item/weapon/shard) || !shock(user, 70))
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return ..()
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/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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else
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playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(loc, 'sound/items/welder.ogg', 80, 1)
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/obj/structure/grille/deconstruct(disassembled = TRUE)
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if(!loc) //if already qdel'd somehow, we do nothing
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return
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if(!(flags&NODECONSTRUCT))
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transfer_fingerprints_to(stored)
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var/turf/T = loc
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stored.forceMove(T)
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..()
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/obj/structure/grille/obj_break()
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if(!broken && !(flags & NODECONSTRUCT))
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icon_state = "broken[initial(icon_state)]"
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density = 0
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broken = 1
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stored.amount = 1
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var/obj/item/stack/rods/newrods = new(loc)
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transfer_fingerprints_to(newrods)
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// shock user with probability prb (if all connections & power are working)
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// returns 1 if shocked, 0 otherwise
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/obj/structure/grille/proc/shock(mob/user, prb)
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if(!anchored || broken) // anchored/broken grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return 0
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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return 1
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else
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return 0
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return 0
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/obj/structure/grille/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(!broken)
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if(exposed_temperature > T0C + 1500)
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take_damage(1, BURN, 0, 0)
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..()
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/obj/structure/grille/hitby(AM as mob|obj)
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if(isobj(AM))
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if(prob(50) && anchored && !broken)
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 3, C.powernet.avail * 0.01) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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return ..()
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/obj/structure/grille/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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return 0
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/obj/structure/grille/broken // Pre-broken grilles for map placement
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icon_state = "brokengrille"
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density = 0
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obj_integrity = 20
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broken = 1
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/obj/structure/grille/broken/New()
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..()
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stored.amount = 1
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icon_state = "brokengrille"
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/obj/structure/grille/ratvar
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icon_state = "ratvargrille"
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desc = "A strangely-shaped grille."
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/obj/structure/grille/ratvar/New()
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..()
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change_construction_value(1)
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if(broken)
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PoolOrNew(/obj/effect/overlay/temp/ratvar/grille/broken, get_turf(src))
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else
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PoolOrNew(/obj/effect/overlay/temp/ratvar/grille, get_turf(src))
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PoolOrNew(/obj/effect/overlay/temp/ratvar/beam/grille, get_turf(src))
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/obj/structure/grille/ratvar/Destroy()
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change_construction_value(-1)
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return ..()
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/obj/structure/grille/ratvar/narsie_act()
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take_damage(rand(1, 3), BRUTE)
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if(src)
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/grille/ratvar/ratvar_act()
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return
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/obj/structure/grille/ratvar/broken
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density = 0
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obj_integrity = 20
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broken = 1
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/obj/structure/grille/ratvar/broken/New()
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..()
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stored.amount = 1
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icon_state = "brokenratvargrille"
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