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8111a8489b
Many, many, many items have inhand sprites in their .dmis but for whatever reasons do not display them in-game. This PR: 1. Updates many item definitions to point to their already-existing inhands correctly. This consists largely of held tools, but also gas tanks and jetpacks mounted in the suit storage slot. 2. Adds a few codersprites made by me for objects with either missing inhands or poorly matching mishands (IE, the tape recorder, which has a black case, reused the white inhand sprites of the health analyzer). The new sprites are modified or recolored variations of other inhand sprites from our repo, except for circuitboards which are new. <img width="444" height="400" alt="image" src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117" /> 3. Adds inhand sprites for Inflatables and Inflatable Boxes made by Tomixcomics. <img width="424" height="101" alt="image" src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933" /> 4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of Life. <img width="224" height="94" alt="Screenshot 2026-02-07 172931" src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3" /> 5. Some additional cleanup while in the area. The 'analyzer' has been renamed the 'gas analyzer' to be consistent with the other analyzer objects, standardized icon_state naming conventions where I saw oddballs, updated code docs to use DMDocs when in the area, etc. ### Asset Licenses The following assets that **have not** been created by myself are included in this PR: | Path | Original Author | License | | --- | --- | --- | | icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487), [maxymax (/tg/station)](https://github.com/tgstation/tgstation/pull/58616) | CC-BY-SA | | icons/obj/item/inflatables.dmi | [Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
84 lines
3.0 KiB
Plaintext
84 lines
3.0 KiB
Plaintext
/obj/item/crowbar
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name = "pocket crowbar"
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desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
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icon = 'icons/obj/tools.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
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)
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icon_state = "crowbar"
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item_state = "crowbar"
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT
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force = 18
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throwforce = 7
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w_class = WEIGHT_CLASS_NORMAL
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drop_sound = 'sound/items/drop/crowbar.ogg'
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pickup_sound = 'sound/items/pickup/crowbar.ogg'
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usesound = SFX_CROWBAR
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surgerysound = 'sound/items/surgery/retractor.ogg'
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origin_tech = list(TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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tool_behaviour = TOOL_CROWBAR
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toolspeed = 1
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var/force_opens = FALSE
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/obj/item/crowbar/red
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar_red"
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item_state = "crowbar_red"
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/// Imagine something like a crash axe found on airplanes or forcing tools used by emergency services. This is a tool first and foremost.
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/obj/item/crowbar/rescue_axe
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name = "rescue axe"
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desc = "A short lightweight emergency tool meant to chop, pry and pierce. Most of the handle is insulated excepting the wedge at the very bottom. The axe head atop the tool has a short pick opposite of the blade."
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icon_state = "rescue_axe"
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item_state = "rescue_axe"
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w_class = WEIGHT_CLASS_NORMAL
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force = 18
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throwforce = 12
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obj_flags = null // Handle is insulated, so this means it won't conduct electricity and hurt you.
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sharp = TRUE
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edge = TRUE
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origin_tech = list(TECH_ENGINEERING = 2)
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/// In practice this means it just does full damage to reinforced windows, which halve the force of attacks done against it already. That's just fine.
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/obj/item/crowbar/rescue_axe/resolve_attackby(atom/A)
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if(istype(A, /obj/structure/window))
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force = initial(force) * 2
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else
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force = initial(force)
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. = ..()
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/obj/item/crowbar/rescue_axe/can_woodcut()
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return TRUE
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/obj/item/crowbar/rescue_axe/red
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icon_state = "rescue_axe_red"
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item_state = "rescue_axe_red"
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/obj/item/crowbar/hydraulic_rescue_tool
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name = "hydraulic rescue tool"
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desc = "A hydraulic rescue tool that functions like a crowbar by applying strong amounts of hydraulic pressure to force open different things. Also known as jaws of life."
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icon = 'icons/obj/item/hydraulic_rescue_tool.dmi'
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icon_state = "jawspry"
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item_state = "jawspry"
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contained_sprite = TRUE
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// Really do not want to deal with reconciling sprite implementations between parent and child for now.
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item_icons = null
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force = 15
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throwforce = 1
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w_class = WEIGHT_CLASS_NORMAL
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drop_sound = 'sound/items/drop/crowbar.ogg'
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pickup_sound = 'sound/items/pickup/crowbar.ogg'
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origin_tech = list(TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("attacked", "rammed", "battered", "bludgeoned")
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toolspeed = 0.7
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force_opens = TRUE
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/obj/item/crowbar/robotic
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icon = 'icons/obj/robot_items.dmi'
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toolspeed = 0.5
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