//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/wrench
name = "wrench"
desc = "An adjustable tool used for gripping and turning nuts or bolts."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "wrench"
item_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/wrench.ogg'
drop_sound = 'sound/items/drop/wrench.ogg'
pickup_sound = 'sound/items/pickup/wrench.ogg'
/obj/item/wrench/iswrench()
return TRUE
/*
* Screwdriver
*/
/obj/item/screwdriver
name = "screwdriver"
desc = "A tool with a flattened or cross-shaped tip that fits into the head of a screw to turn it."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "screwdriver"
item_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 8
throwforce = 5
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
usesound = 'sound/items/screwdriver.ogg'
drop_sound = 'sound/items/drop/screwdriver.ogg'
pickup_sound = 'sound/items/pickup/screwdriver.ogg'
lock_picking_level = 5
build_from_parts = TRUE
worn_overlay = "head"
/obj/item/screwdriver/Initialize()
. = ..()
if(build_from_parts) //random colors!
color = pick(COLOR_BLUE, COLOR_RED, COLOR_PURPLE, COLOR_BROWN, COLOR_GREEN, COLOR_CYAN, COLOR_YELLOW)
add_overlay(overlay_image(icon, "[initial(icon_state)]_[worn_overlay]", flags=RESET_COLOR))
/obj/item/screwdriver/update_icon()
var/matrix/tf = matrix()
if(istype(loc, /obj/item/storage))
tf.Turn(-90) //Vertical for storing compactly
tf.Translate(-3,0) //Could do this with pixel_x but let's just update the appearance once.
transform = tf
/obj/item/screwdriver/pickup(mob/user)
..()
update_icon()
/obj/item/screwdriver/dropped(mob/user)
..()
update_icon()
/obj/item/screwdriver/attack_hand()
..()
update_icon()
/obj/item/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 != BP_EYES && target_zone != BP_HEAD)
return ..()
if((user.is_clumsy()) && prob(50))
M = user
return eyestab(M,user)
/obj/item/screwdriver/isscrewdriver()
return TRUE
/*
* Wirecutters
*/
/obj/item/wirecutters
name = "wirecutters"
desc = "A tool used to cut wires in electrical work."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "wirecutters"
item_state = "wirecutters"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throw_speed = 2
throw_range = 9
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
sharp = TRUE
edge = TRUE
usesound = 'sound/items/wirecutter.ogg'
drop_sound = 'sound/items/drop/wirecutter.ogg'
pickup_sound = 'sound/items/pickup/wirecutter.ogg'
var/bomb_defusal_chance = 30 // 30% chance to safely defuse a bomb
build_from_parts = TRUE
worn_overlay = "head"
/obj/item/wirecutters/Initialize()
. = ..()
if(build_from_parts)
color = pick(COLOR_BLUE, COLOR_RED, COLOR_PURPLE, COLOR_BROWN, COLOR_GREEN, COLOR_CYAN, COLOR_YELLOW)
add_overlay(overlay_image(icon, "[initial(icon_state)]_[worn_overlay]", flags=RESET_COLOR))
/obj/item/wirecutters/update_icon()
var/matrix/tf = matrix()
if(istype(loc, /obj/item/storage))
tf.Turn(-90) //Vertical for storing compactly
tf.Translate(-1,0) //Could do this with pixel_x but let's just update the appearance once.
transform = tf
/obj/item/wirecutters/pickup(mob/user)
..()
update_icon()
/obj/item/wirecutters/dropped(mob/user)
..()
update_icon()
/obj/item/wirecutters/attack_hand()
..()
update_icon()
/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user, var/target_zone)
if(user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/handcuffs/cable)))
user.visible_message(SPAN_NOTICE("\The [user] cuts \the [C]'s restraints with \the [src]!"),\
SPAN_NOTICE("You cut \the [C]'s restraints with \the [src]!"),\
SPAN_NOTICE("You hear cable being cut."))
C.handcuffed = null
if(C.buckled?.buckle_require_restraints)
C.buckled.unbuckle_mob()
C.update_inv_handcuffed()
return
else
..()
/obj/item/wirecutters/iswirecutter()
return TRUE
/obj/item/wirecutters/bomb
name = "bomb defusal wirecutters"
desc = "A tool used to delicately sever the wires used in bomb fuses."
icon_state = "mini_wirecutters"
toolspeed = 0.6
bomb_defusal_chance = 90 // 90% chance, because the thrill of dying must be kept at all times, duh
/*
* Welding Tool
*/
/obj/item/weldingtool
name = "welding tool"
desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "welder_off"
item_state = "welder_off"
flags = CONDUCT
slot_flags = SLOT_BELT
drop_sound = 'sound/items/drop/weldingtool.ogg'
pickup_sound = 'sound/items/pickup/weldingtool.ogg'
usesound = 'sound/items/welder.ogg'
var/base_iconstate = "welder"//These are given an _on/_off suffix before being used
var/base_itemstate = "welder"
//Amount of OUCH when it's thrown
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_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/weldingtool/iswelder()
return TRUE
/obj/item/weldingtool/largetank
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
base_iconstate = "ind_welder"
base_itemstate = "ind_welder"
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60)
origin_tech = list(TECH_ENGINEERING = 2)
/obj/item/weldingtool/hugetank
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
base_iconstate = "adv_welder"
base_itemstate = "adv_welder"
max_fuel = 80
matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120)
origin_tech = list(TECH_ENGINEERING = 3)
//The Experimental Welding Tool!
/obj/item/weldingtool/experimental
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply."
base_iconstate = "exp_welder"
base_itemstate = "exp_welder"
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120)
origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
var/last_gen = 0
var/fuelgen_delay = 400 //The time, in deciseconds, required to regenerate one unit of fuel
//400 = 1 unit per 40 seconds
//Welding tool functionality here
/obj/item/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(/datum/reagent/fuel, max_fuel)
update_icon()
/obj/item/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
if(welding == 2)
set_light(0.7, 2, l_color = LIGHT_COLOR_CYAN)
else if (welding == 1)
set_light(0.6, 1.5, l_color = LIGHT_COLOR_LAVA)
else
set_light(0)
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/weldingtool/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/weldingtool/examine(mob/user)
if(..(user, 0))
to_chat(user, text("[icon2html(src, user)] [] contains []/[] units of fuel!", src.name, get_fuel(),src.max_fuel ))
/obj/item/weldingtool/attackby(obj/item/W, mob/user)
if(W.isscrewdriver())
if(isrobot(loc))
to_chat(user, SPAN_ALERT("You cannot modify your own welder!"))
return
if(welding)
to_chat(user, SPAN_DANGER("Stop welding first!"))
return
status = !status
if(status)
to_chat(user, SPAN_NOTICE("You secure the welder."))
else
to_chat(user, SPAN_NOTICE("The welder can now be attached and modified."))
add_fingerprint(user)
return
if(!status && (istype(W, /obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
add_fingerprint(user)
user.drop_from_inventory(src)
var/obj/item/flamethrower/F = new /obj/item/flamethrower
F.weldtool = src
forceMove(F)
user.put_in_hands(F)
return
..()
return
/obj/item/weldingtool/process()
if(welding)
if(prob(5))
remove_fuel(1, null, colourChange = FALSE)
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/weldingtool/attack(mob/living/M, mob/user, var/target_zone)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.organs_by_name[target_zone]
if(!S)
return
if(!(S.status & ORGAN_ASSISTED) || user.a_intent != I_HELP)
return ..()
if(H.isSynthetic() && H == user && !(H.get_species() == SPECIES_IPC_TERMINATOR))
to_chat(user, SPAN_WARNING("You can't repair damage to your own body - it's against OH&S."))
return
if (!welding)
to_chat(user, SPAN_WARNING("You need to light the welding tool first!"))
return
if(S.brute_dam)
if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP)
to_chat(user, SPAN_WARNING("The damage is far too severe to patch over externally!"))
return
else
repair_organ(user, H, S)
else if(S.open != 2)
to_chat(user, SPAN_NOTICE("You can't see any external damage to repair."))
else
return ..()
/obj/item/weldingtool/proc/repair_organ(var/mob/living/user, var/mob/living/carbon/human/target, var/obj/item/organ/external/affecting)
if(!affecting.brute_dam)
user.visible_message(SPAN_NOTICE("\The [user] finishes repairing the physical damage on \the [target]'s [affecting.name]."))
return
if(do_mob(user, target, 30))
if(remove_fuel(0))
var/static/list/repair_messages = list(
"patches some dents",
"mends some tears",
"repairs some joints"
)
affecting.heal_damage(brute = 15, robo_repair = TRUE)
user.visible_message(SPAN_WARNING("\The [user] [pick(repair_messages)] on [target]'s [affecting.name] with \the [src]."))
playsound(target, 'sound/items/welder_pry.ogg', 15)
repair_organ(user, target, affecting)
/obj/item/weldingtool/afterattack(obj/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/structure/reagent_dispensers/fueltank) && O.Adjacent(user) && !welding)
O.reagents.trans_to_obj(src, max_fuel)
to_chat(user, "You refuel your welder.")
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if(istype(O, /obj/structure/reagent_dispensers/fueltank) && O.Adjacent(user) && welding)
var/obj/structure/reagent_dispensers/fueltank/tank = O
if(tank.armed)
to_chat(user, "You are already heating \the [O]!")
return
user.visible_message("[user] begins heating \the [O]...", "You start to heat \the [O]!")
switch(alert("Are you sure you want to do this? It is quite dangerous and could get you in trouble.", "Heat up fuel tank", "No", "Yes"))
if("Yes")
log_and_message_admins("is attempting to welderbomb", user)
to_chat(user, SPAN_ALERT("You start heating the fueltank..."))
tank.armed = 1
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
log_and_message_admins("triggered a fuel tank explosion", user)
to_chat(user, SPAN_ALERT("That was stupid of you."))
tank.ex_act(3.0)
return
else
tank.armed = 0
to_chat(user, "You thought better of yourself.")
return
if("No")
tank.armed = 0
to_chat(user, "You thought better of yourself.")
return
return
if (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/weldingtool/attack_self(mob/user)
setWelding(!welding, user)
//Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount(/datum/reagent/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/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null, var/colourChange = TRUE)
if(!welding)
return 0
else if(welding > 0 && colourChange)
set_light(0.7, 2, l_color = LIGHT_COLOR_CYAN)
addtimer(CALLBACK(src, /atom/proc/update_icon), 5)
if(get_fuel() >= amount)
reagents.remove_reagent(/datum/reagent/fuel, amount)
if(M)
eyecheck(M)
return 1
else
if(M)
to_chat(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/weldingtool/proc/isOn()
return src.welding
/obj/item/weldingtool/isFlameSource()
return isOn()
//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/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)
to_chat(M, "You switch the [src] on.")
else if(T)
T.visible_message("\The [src] turns on.")
playsound(loc, 'sound/items/welder_activate.ogg', 50, 1)
force = 15
damtype = BURN
w_class = ITEMSIZE_LARGE
welding = TRUE
update_icon()
set_processing(TRUE)
else
if(M)
to_chat(M, "You need more welding fuel to complete this task.")
return
//Otherwise
else if(!set_welding && welding)
if(M)
to_chat(M, "You switch \the [src] off.")
else if(T)
T.visible_message("\The [src] turns off.")
playsound(loc, 'sound/items/welder_deactivate.ogg', 50, 1)
force = 3
damtype = BRUTE
w_class = initial(w_class)
welding = FALSE
set_processing(FALSE)
update_icon()
//A wrapper function for the experimental tool to override
/obj/item/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/weldingtool/proc/eyecheck(mob/user)
if(!iscarbon(user))
return 1
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/internal/eyes/E = H.get_eyes()
if(!E)
return
if(H.status_flags & GODMODE)
return
var/safety = H.eyecheck()
var/damage_to_take = 0
switch(safety)
if(FLASH_PROTECTION_MODERATE)
damage_to_take = E.max_damage / 6
to_chat(user, "Your eyes sting a little.")
E.take_damage(damage_to_take)
if(FLASH_PROTECTION_NONE)
damage_to_take = E.max_damage / 5
to_chat(user, "Your eyes burn!")
E.take_damage(damage_to_take)
if(FLASH_PROTECTION_REDUCED)
damage_to_take = E.max_damage / 3
to_chat(user, "Your eyes are burning!")
user.eye_blurry += rand(12, 20)
E.take_damage(damage_to_take)
if(safety < FLASH_PROTECTION_MAJOR)
if(E.is_bruised())
to_chat(user, "You can't see anymore!")
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/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/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/weldingtool/experimental/process()
..()
fuel_gen()
/obj/item/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(/datum/reagent/fuel, gen_amount)
if(get_fuel() >= max_fuel)
set_processing(0)
else
set_processing(0)
last_gen = world.time
/*
* Crowbar
*/
/obj/item/crowbar
name = "crowbar"
desc = "An iron bar with a flattened end, used as a lever to remove floors and pry open doors."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "crowbar"
item_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
usesound = /decl/sound_category/crowbar_sound
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
/obj/item/crowbar/iscrowbar()
return TRUE
/obj/item/crowbar/red
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar_red"
item_state = "crowbar_red"
// Pipe wrench
/obj/item/pipewrench
name = "pipe wrench"
desc = "A big wrench that is made for working with pipes."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "pipewrench"
item_state = "pipewrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
/obj/item/pipewrench/Initialize()
. = ..()
color = color_rotation(rand(-11, 12) * 15)
/obj/item/combitool
name = "combi-tool"
desc = "It even has one of those nubbins for doing the thingy."
icon = 'icons/obj/tools.dmi'
icon_state = "combitool"
item_state = "combitool"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
force = 3
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/multitool.ogg'
pickup_sound = 'sound/items/pickup/multitool.ogg'
var/list/tools = list(
"crowbar",
"screwdriver",
"wrench",
"wirecutters",
"multitool"
)
var/current_tool = 1
/obj/item/combitool/Initialize()
desc = "[initial(desc)] It has [tools.len] possibilit[tools.len == 1 ? "y" : "ies"]."
for(var/tool in tools)
tools[tool] = image('icons/obj/tools.dmi', icon_state = "[icon_state]-[tool]")
. = ..()
/obj/item/combitool/examine(var/mob/user)
. = ..()
if(. && tools.len)
to_chat(user, "It has the following fittings: [english_list(tools)].")
/obj/item/combitool/iswrench()
return current_tool == "wrench"
/obj/item/combitool/isscrewdriver()
return current_tool == "screwdriver"
/obj/item/combitool/iswirecutter()
return current_tool == "wirecutters"
/obj/item/combitool/iscrowbar()
return current_tool == "crowbar"
/obj/item/combitool/ismultitool()
return current_tool == "multitool"
/obj/item/combitool/proc/update_tool()
icon_state = "[initial(icon_state)]-[current_tool]"
/obj/item/combitool/attack_self(var/mob/user)
if(++current_tool > tools.len)
current_tool = 1
var/tool = RADIAL_INPUT(user, tools)
if(tool)
playsound(user, 'sound/items/penclick.ogg', 25)
current_tool = tool
update_tool()
return 1
/obj/item/powerdrill
name = "impact wrench"
desc = "The screwdriver's big brother."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "powerdrillyellow"
item_state = "powerdrillyellow"
force = 8
attack_verb = list("gored", "drilled", "screwed", "punctured")
w_class = ITEMSIZE_SMALL
toolspeed = 3
usesound = 'sound/items/drill_use.ogg'
var/current_tool = 1
var/list/tools = list(
"screwdriverbit",
"wrenchbit"
)
/obj/item/powerdrill/Initialize()
. = ..()
var/drillcolor = pick("red", "blue", "yellow", "green")
icon_state = "powerdrill[drillcolor]"
item_state = "powerdrill[drillcolor]"
/obj/item/powerdrill/examine(var/mob/user)
. = ..()
if(. && tools.len)
to_chat(user, "It has the following fittings:")
for(var/tool in tools)
to_chat(user, "- [tool][tools[current_tool] == tool ? " (selected)" : ""]")
/obj/item/powerdrill/iswrench()
usesound = 'sound/items/air_wrench.ogg'
return tools[current_tool] == "wrenchbit"
/obj/item/powerdrill/isscrewdriver()
usesound = 'sound/items/drill_use.ogg'
return tools[current_tool] == "screwdriverbit"
/obj/item/powerdrill/iscrowbar()
usesound = 'sound/items/drill_use.ogg'
return tools[current_tool] == "crowbarbit"
/obj/item/powerdrill/proc/update_tool()
if(isscrewdriver())
cut_overlays()
add_overlay("screwdriverbit")
if(iswrench())
cut_overlays()
add_overlay("wrenchbit")
/obj/item/powerdrill/attack_self(var/mob/user)
if(++current_tool > tools.len)
current_tool = 1
var/tool = tools[current_tool]
if(!tool)
to_chat(user, "You can't seem to find any fittings in \the [src].")
else
to_chat(user, "You switch \the [src] to the [tool] fitting.")
playsound(loc, 'sound/items/change_drill.ogg', 50, 1)
update_tool()
return TRUE