//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 * Pipe Wrench */ /* * Wrench */ /obj/item/weapon/wrench name = "wrench" desc = "A wrench with many common uses. Can be usually found in your hand." icon = 'icons/obj/items.dmi' icon_state = "wrench" flags = CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 150) attack_verb = list("bashed", "battered", "bludgeoned", "whacked") /* * Screwdriver */ /obj/item/weapon/screwdriver name = "screwdriver" desc = "You can be totally screwwy with this." icon = 'icons/obj/items.dmi' icon_state = "screwdriver" flags = CONDUCT slot_flags = SLOT_BELT | SLOT_EARS force = 5.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 matter = list(DEFAULT_WALL_MATERIAL = 75) attack_verb = list("stabbed") var/random_icon = TRUE /obj/item/weapon/screwdriver/Initialize() . = ..() if(!random_icon) return 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) /obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone) if(!istype(M) || user.a_intent == "help") return ..() if(target_zone != "eyes" && target_zone != "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 = CONDUCT slot_flags = SLOT_BELT force = 6.0 throw_speed = 2 throw_range = 9 w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 80) attack_verb = list("pinched", "nipped") sharp = 1 edge = 1 /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 as mob, mob/user as mob, var/target_zone) if(user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/handcuffs/cable))) usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\ "You cut \the [C]'s restraints with \the [src]!",\ "You hear cable being cut.") C.handcuffed = null if(C.buckled && C.buckled.buckle_require_restraints) C.buckled.unbuckle_mob() C.update_inv_handcuffed() return else ..() /* * Welding Tool */ /obj/item/weapon/weldingtool name = "welding tool" desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal." icon = 'icons/obj/tools/welding.dmi' icon_state = "welder_off" flags = CONDUCT slot_flags = SLOT_BELT var/base_iconstate = "welder"//These are given an _on/_off suffix before being used var/base_itemstate = "welder" contained_sprite = 1 //Amount of OUCH when it's thrown force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 //Cost to make in the autolathe matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30) //R&D tech level origin_tech = list(TECH_ENGINEERING = 1) //Welding tool specific stuff 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/largetank name = "industrial welding tool" desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers." max_fuel = 40 matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60) base_iconstate = "ind_welder" origin_tech = list(TECH_ENGINEERING = 2) /obj/item/weapon/weldingtool/hugetank name = "advanced welding tool" desc = "A rare and powerful welding tool with a super-extended fuel tank." max_fuel = 80 w_class = 2.0 matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120) base_iconstate = "adv_welder" origin_tech = list(TECH_ENGINEERING = 3) //The Experimental Welding Tool! /obj/item/weapon/weldingtool/experimental name = "experimental welding tool" desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply" max_fuel = 40 w_class = 2.0 matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120) base_iconstate = "exp_welder" origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4) base_itemstate = "exp_welder" var/last_gen = 0 var/fuelgen_delay = 800//The time, in deciseconds, required to regenerate one unit of fuel //800 = 1 unit per 1 minute and 20 seconds, //This is roughly half the rate that fuel is lost if the welder is left idle, so it you carelessly leave it on it will still run out //Welding tool functionality here /obj/item/weapon/weldingtool/Initialize() . = ..() // var/random_fuel = min(rand(10,20),max_fuel) var/datum/reagents/R = new/datum/reagents(max_fuel) reagents = R R.my_atom = src R.add_reagent("fuel", max_fuel) update_icon() /obj/item/weapon/weldingtool/update_icon() ..() var/add = welding ? "_on" : "_off" icon_state = base_iconstate + add //These are given an _on/_off suffix before being used item_state = base_itemstate + add var/mob/M = loc if(istype(M)) M.update_inv_l_hand() M.update_inv_r_hand() /obj/item/weapon/weldingtool/Destroy() STOP_PROCESSING(SSprocessing, src) return ..() /obj/item/weapon/weldingtool/examine(mob/user) if(..(user, 0)) user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel ) /obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob) if(isscrewdriver(W)) if (isrobot(loc)) user << span("alert", "You cannot modify your own welder!") return if(welding) user << span("danger", "Stop welding first!") return status = !status if(status) user << span("notice", "You secure the welder.") else user << span("notice", "The welder can now be attached and modified.") src.add_fingerprint(user) return if((!status) && (istype(W,/obj/item/stack/rods))) var/obj/item/stack/rods/R = W R.use(1) var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc) src.forceMove(F) F.weldtool = src if (user.client) user.client.screen -= src if (user.r_hand == src) user.remove_from_mob(src) else user.remove_from_mob(src) src.master = F src.layer = initial(src.layer) user.remove_from_mob(src) if (user.client) user.client.screen -= src src.forceMove(F) src.add_fingerprint(user) return ..() return /obj/item/weapon/weldingtool/process() if(welding) if(prob(5)) remove_fuel(1) if(get_fuel() < 1) setWelding(0) //I'm not sure what this does. I assume it has to do with starting fires... //...but it doesnt check to see if the welder is on or not. var/turf/location = src.loc if(istype(location, /mob/)) var/mob/M = location if(M.l_hand == src || M.r_hand == src) location = get_turf(M) if (istype(location, /turf)) location.hotspot_expose(700, 5) /obj/item/weapon/weldingtool/attack(mob/living/M as mob, mob/user as mob, var/target_zone) if(hasorgans(M)) var/obj/item/organ/external/S = M:organs_by_name[target_zone] if (!S) return if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP) return ..() if(M.isSynthetic() && M == user && !(M.get_species() == "Hunter-Killer")) user << "You can't repair damage to your own body - it's against OH&S." return if(S.brute_dam == 0) // Organ undamaged user << "Nothing to fix here!" return if (!src.welding) // Welder is switched off! user << "You need to light the welding tool, first!" return if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP) user << "The damage is far too severe to patch over externally." return if (src.remove_fuel(0)) // Use a bit of fuel and repair S.heal_damage(15,0,0,1) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message("\The [user] patches some dents on \the [M]'s [S.name] with \the [src].") else // Welding tool is out of fuel user << "Need more welding fuel!" return else return ..() /obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity) if(!proximity) return if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding) O.reagents.trans_to_obj(src, max_fuel) user << "Welder refueled" playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) return else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding) var/obj/structure/reagent_dispensers/fueltank/tank = O if(tank.armed) user << "You are already heating the [O]" return tank.armed = 1 user.visible_message("[user] begins heating the [O].", "You start to heat the [O].") message_admins("[key_name_admin(user)] is attempting a welder bomb at ([loc.x],[loc.y],[loc.z]) - JMP") if(do_after(user,100)) if(tank.defuse) user.visible_message("[user] melts some of the framework on the [O].", "You melt some of the framework.") tank.defuse = 0 tank.armed = 0 return message_admins("[key_name_admin(user)] triggered a fueltank explosion.") log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.",ckey=key_name(user)) user << span("alert", "That was stupid of you.") tank.ex_act(3.0) return else tank.armed = 0 user << "You thought better of yourself." return return if (src.welding) remove_fuel(1) var/turf/location = get_turf(user) if(isliving(O)) var/mob/living/L = O L.IgniteMob() if (istype(location, /turf)) location.hotspot_expose(700, 50, 1) return /obj/item/weapon/weldingtool/attack_self(mob/user as mob) setWelding(!welding, usr) return //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(var/amount = 1, var/mob/M = null) if(!welding) return 0 if(get_fuel() >= amount) reagents.remove_reagent("fuel", amount) if(M) eyecheck(M) return 1 else if(M) M << span("notice", "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 src.welding //Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1) //so that the welding tool updates accordingly /obj/item/weapon/weldingtool/proc/setWelding(var/set_welding, var/mob/M) if(!status) return var/turf/T = get_turf(src) //If we're turning it on if(set_welding && !welding) if (get_fuel() > 0) if(M) M << "You switch the [src] on." else if(T) T.visible_message("\The [src] turns on.") playsound(loc, 'sound/items/WelderActivate.ogg', 50, 1) src.force = 15 src.damtype = "fire" src.w_class = 4 welding = 1 update_icon() set_processing(1) else if(M) M << "You need more welding fuel to complete this task." return //Otherwise else if(!set_welding && welding) if(M) M << "You switch \the [src] off." else if(T) T.visible_message("\The [src] turns off.") playsound(loc, 'sound/items/WelderDeactivate.ogg', 50, 1) src.force = 3 src.damtype = "brute" src.w_class = initial(src.w_class) src.welding = 0 set_processing(0) update_icon() //A wrapper function for the experimental tool to override /obj/item/weapon/weldingtool/proc/set_processing(var/state = 0) if (state == 1) START_PROCESSING(SSprocessing, src) else STOP_PROCESSING(SSprocessing, src) //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 as mob) if(!iscarbon(user)) return 1 if(istype(user, /mob/living/carbon/human)) var/mob/living/carbon/human/H = user var/obj/item/organ/eyes/E = H.get_eyes() if(!E) return var/safety = H.eyecheck() if(H.status_flags & GODMODE) return switch(safety) if(FLASH_PROTECTION_MODERATE) usr << "Your eyes sting a little." E.damage += rand(1, 2) if(E.damage > 12) user.eye_blurry += rand(3,6) if(FLASH_PROTECTION_NONE) usr << "Your eyes burn." E.damage += rand(2, 4) if(E.damage > 10) E.damage += rand(4,10) if(FLASH_PROTECTION_REDUCED) usr << "Your equipment intensify the welder's glow. Your eyes itch and burn severely." user.eye_blurry += rand(12,20) E.damage += rand(12, 16) if(safety 10) user << "Your eyes are really starting to hurt. This can't be good for you!" if (E.damage >= E.min_broken_damage) user << "You go blind!" user.sdisabilities |= BLIND else if (E.damage >= E.min_bruised_damage) user << "You go blind!" user.eye_blind = 5 user.eye_blurry = 5 user.disabilities |= NEARSIGHTED addtimer(CALLBACK(user, /mob/.proc/reset_nearsighted), 100) // This is on /mob instead of the welder so the timer is stopped when the mob is deleted. /mob/proc/reset_nearsighted() disabilities &= ~NEARSIGHTED /obj/item/weapon/weldingtool/Destroy() STOP_PROCESSING(SSprocessing, src) //Stop processing when destroyed regardless of conditions return ..() //Make sure the experimental tool only stops processing when its turned off AND full /obj/item/weapon/weldingtool/experimental/set_processing(var/state = 0) if (state == 1) START_PROCESSING(SSprocessing, src) last_gen = world.time else if (welding == 0 && get_fuel() >= max_fuel) STOP_PROCESSING(SSprocessing, src) /obj/item/weapon/weldingtool/experimental/process() ..() fuel_gen() /obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve if (get_fuel() < max_fuel) var/gen_amount = ((world.time-last_gen)/fuelgen_delay) var/remainder = max_fuel - get_fuel() gen_amount = min(gen_amount, remainder) reagents.add_reagent("fuel", gen_amount) //reagents += (gen_amount) if(get_fuel() >= max_fuel) //reagents = max_fuel set_processing(0) else set_processing(0) last_gen = world.time /* * Crowbar */ /obj/item/weapon/crowbar name = "crowbar" desc = "Used to remove floors and to pry open doors." icon = 'icons/obj/items.dmi' icon_state = "crowbar" flags = CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 item_state = "crowbar" w_class = 2.0 origin_tech = list(TECH_ENGINEERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 50) 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" // Pipe wrench /obj/item/weapon/pipewrench name = "pipe wrench" desc = "A big wrench that is made for working with pipes." icon = 'icons/obj/items.dmi' icon_state = "pipewrench" flags = CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2) matter = list(DEFAULT_WALL_MATERIAL = 150) attack_verb = list("bashed", "battered", "bludgeoned", "whacked")