Files
kiwistation/code/game/objects/items/weapons/tools.dm
T
MrPerson 9dd81f1da8 Puts files in single quotes like they belong
This means they're included into the rsc and sent out althogh almost all of these files were already included elsewhere. Also DM will yell if the file couldn't be found for whatever reason like if someone moves or renames it.

I left out some file types for various reasons
dmis used in overlays: I have another pr I'll do later which will fix all of them and I don't want to conflict with myself
text files: they would get included in the rsc, which is completely unnecessary. However they're small, so they might be worth including anyway
2017-02-12 07:15:18 -08:00

743 lines
24 KiB
Plaintext

/* 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/tools.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/Ratchet.ogg'
materials = list(MAT_METAL=150)
origin_tech = "materials=1;engineering=1"
attack_verb = list("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/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/weapon/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
toolspeed = 0.5
/obj/item/weapon/wrench/brass
name = "brass wrench"
desc = "A brass wrench. It's faintly warm to the touch."
icon_state = "wrench_brass"
toolspeed = 0.5
/obj/item/weapon/wrench/abductor
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/EMPulse.ogg'
toolspeed = 0.1
origin_tech = "materials=5;engineering=5;abductor=3"
/obj/item/weapon/wrench/power
name = "Hand Drill"
desc ="A simple powered drill with a bolt bit"
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
/obj/item/weapon/wrench/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/weapon/wirecutters/power/s_drill = new /obj/item/weapon/screwdriver/power
user << "<span class='notice'>You attach the screw driver bit to [src].</span>"
qdel(src)
user.put_in_active_hand(s_drill)
/obj/item/weapon/wrench/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
return (BRUTELOSS)
/obj/item/weapon/wrench/medical
name = "medical wrench"
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
icon_state = "wrench_medical"
force = 2 //MEDICAL
throwforce = 4
origin_tech = "materials=1;engineering=1;biotech=3"
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/weapon/wrench/medical/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
// TODO Make them glow with the power of the M E D I C A L W R E N C H
// during their ascension
// Stun stops them from wandering off
user.Stun(5)
playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
// Let the sound effect finish playing
sleep(20)
if(!user)
return
for(var/obj/item/W in user)
user.dropItemToGround(W)
var/obj/item/weapon/wrench/medical/W = new /obj/item/weapon/wrench/medical(loc)
W.add_fingerprint(user)
W.desc += " For some reason, it reminds you of [user.name]."
if(!user)
return
user.dust()
return OXYLOSS
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = null
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/Screwdriver.ogg'
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/screwdriver/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(BRUTELOSS)
/obj/item/weapon/screwdriver/New(loc, var/param_color = null)
..()
if(!icon_state)
if(!param_color)
param_color = pick("red","blue","pink","brown","green","cyan","yellow")
icon_state = "screwdriver_[param_color]"
if (prob(75))
src.pixel_y = rand(0, 16)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(user.zone_selected != "eyes" && user.zone_selected != "head")
return ..()
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
/obj/item/weapon/screwdriver/brass
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
icon_state = "screwdriver_brass"
toolspeed = 0.5
/obj/item/weapon/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver"
usesound = 'sound/items/PSHOOM.ogg'
toolspeed = 0.1
/obj/item/weapon/screwdriver/power
name = "Hand Drill"
desc = "A simple hand drill with a screwdriver bit attached."
icon_state = "drill_screw"
item_state = "drill"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb = list("drilled", "screwed", "jabbed","whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.25
/obj/item/weapon/screwdriver/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(BRUTELOSS)
/obj/item/weapon/screwdriver/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/weapon/wrench/power/b_drill = new /obj/item/weapon/wrench/power
user << "<span class='notice'>You attach the bolt driver bit to [src].</span>"
qdel(src)
user.put_in_active_hand(b_drill)
/obj/item/weapon/screwdriver/cyborg
name = "powered screwdriver"
desc = "An electrical screwdriver, designed to be both precise and quick."
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
/*
* Wirecutters
*/
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/tools.dmi'
icon_state = null
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/Wirecutter.ogg'
usesound = 'sound/items/Wirecutter.ogg'
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/wirecutters/New(loc, var/param_color = null)
..()
if(!icon_state)
if(!param_color)
param_color = pick("yellow","red")
icon_state = "cutters_[param_color]"
/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
qdel(C.handcuffed)
C.handcuffed = null
if(C.buckled && C.buckled.buckle_requires_restraints)
C.buckled.unbuckle_mob(C)
C.update_handcuffed()
return
else
..()
/obj/item/weapon/wirecutters/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, usesound, 50, 1, -1)
return (BRUTELOSS)
/obj/item/weapon/wirecutters/brass
name = "brass wirecutters"
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
icon_state = "cutters_brass"
toolspeed = 0.5
/obj/item/weapon/wirecutters/abductor
name = "alien wirecutters"
desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
icon = 'icons/obj/abductor.dmi'
icon_state = "cutters"
toolspeed = 0.1
origin_tech = "materials=5;engineering=4;abductor=3"
/obj/item/weapon/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
toolspeed = 0.5
/obj/item/weapon/wirecutters/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 cutting head."
icon_state = "jaws_cutter"
item_state = "jawsoflife"
origin_tech = "materials=2;engineering=2"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 0.25
/obj/item/weapon/wirecutters/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!</span>")
playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
if(iscarbon(user))
var/mob/living/carbon/C = user
var/obj/item/bodypart/BP = C.get_bodypart("head")
if(BP)
BP.drop_limb()
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return (BRUTELOSS)
/obj/item/weapon/wirecutters/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
var/obj/item/weapon/crowbar/power/pryjaws = new /obj/item/weapon/crowbar/power
user << "<span class='notice'>You attach the pry jaws to [src].</span>"
qdel(src)
user.put_in_active_hand(pryjaws)
/*
* Welding Tool
*/
/obj/item/weapon/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by NanoTrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
item_state = "welder"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 3
throwforce = 5
hitsound = "swing_hit"
usesound = 'sound/items/Welder.ogg'
var/acti_sound = 'sound/items/WelderActivate.ogg'
var/deac_sound = 'sound/items/WelderDeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1;plasmatech=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
var/change_icons = 1
var/can_off_process = 0
var/light_intensity = 2 //how powerful the emitted light is when used.
heat = 3800
toolspeed = 1
/obj/item/weapon/weldingtool/New()
..()
create_reagents(max_fuel)
reagents.add_reagent("welding_fuel", max_fuel)
update_icon()
return
/obj/item/weapon/weldingtool/proc/update_torch()
cut_overlays()
if(welding)
add_overlay("[initial(icon_state)]-on")
item_state = "[initial(item_state)]1"
else
item_state = "[initial(item_state)]"
/obj/item/weapon/weldingtool/update_icon()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = Ceiling(ratio*4) * 25
if(ratio == 100)
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)][ratio]"
update_torch()
return
/obj/item/weapon/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
if(prob(5))
remove_fuel(1)
update_icon()
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weapon/weldingtool/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
flamethrower_screwdriver(I, user)
else if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
else
return ..()
/obj/item/weapon/weldingtool/attack(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
if(src.remove_fuel(1))
playsound(loc, usesound, 50, 1)
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>")
if(!do_mob(user, H, 50))
return
item_heal_robotic(H, user, 5, 0)
else
return ..()
/obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity)
if(!proximity) return
if(welding)
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(get_fuel() <= 0)
user.AddLuminosity(-light_intensity)
if(isliving(O))
var/mob/living/L = O
if(L.IgniteMob())
message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
/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.transferItemToLoc(src, F, TRUE)
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."
toolspeed = 0.5
/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 = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weapon/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weapon/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
light_intensity = 0
change_icons = 0
origin_tech = "plasmatech=5;engineering=5;abductor=3"
/obj/item/weapon/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent("welding_fuel", 1)
..()
/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 = 0.5
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 = WEIGHT_CLASS_SMALL
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 [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] 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 = 0.5
/obj/item/weapon/crowbar/abductor
name = "alien crowbar"
desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
toolspeed = 0.1
origin_tech = "combat=4;engineering=4;abductor=3"
/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 = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
item_state = "crowbar"
toolspeed = 0.5
/obj/item/weapon/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 0.5
/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 = 0.25
/obj/item/weapon/crowbar/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] 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 [src].</span>"
qdel(src)
user.put_in_active_hand(cutjaws)