Files
Aurora.3/code/game/objects/items/weapons/tools.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

307 lines
7.3 KiB
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/*
CONTAINS:
WRENCH
SCREWDRIVER
WELDINGTOOOL
*/
// WRENCH
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'items.dmi'
icon_state = "wrench"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 150
origin_tech = "materials=1;engineering=1"
New()
if (prob(75))
src.pixel_x = rand(0, 16)
return
// SCREWDRIVER
/obj/item/weapon/screwdriver/New()
icon_state = pick("screwdriver","screwdriver2","screwdriver3","screwdriver4","screwdriver5","screwdriver6","screwdriver7")
if (prob(75))
src.pixel_y = rand(0, 16)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M)) return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if((user.mutations & CLOWN) && prob(50))
M = user
return eyestab(M,user)
// WELDING TOOL
/obj/item/weapon/weldingtool
name = "Welding Tool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
m_amt = 70
g_amt = 30
origin_tech = "engineering=1"
var
welding = 0
status = 1
max_fuel = 20
proc
get_fuel()
remove_fuel(var/amount = 1, var/mob/M = null)
check_status()
toggle(var/message = 0)
eyecheck(mob/user as mob)
New()
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", random_fuel)
return
examine()
set src in usr
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
return
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "\red Stop welding first!"
return
status = !status
if(status)
user << "\blue You resecure the welder."
else
user << "\blue 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.loc = F
F.weldtool = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
else
user.u_equip(src)
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
src.add_fingerprint(user)
return
..()
return
process()
switch(welding)
if(0)
processing_objects.Remove(src)
return
if(1)
if(prob(5))//Welders left on now use up fuel, but lets not have them run out quite that fast
remove_fuel(1)
if(2)
if(prob(75))
remove_fuel(1)
//if you're actually actively welding, use fuel faster.
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)
afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, max_fuel)
user << "\blue Welder refueled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
attack_self(mob/user as mob)
toggle()
return
///GET prop for fuel
get_fuel()
return reagents.get_reagent_amount("fuel")
///SET prop for fuel
///Will also turn it off if it is out of fuel
///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
remove_fuel(var/amount = 1, var/mob/M = null)
if(!welding || !check_status())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_status()
if(M)
eyecheck(M)//TODO:eyecheck should really be in mob not here
return 1
else
if(M)
M << "\blue You need more welding fuel to complete this task."
return 0
///Quick check to see if we even have any fuel and should shut off
///This could use a better name
check_status()
if((get_fuel() <= 0) && welding)
toggle(1)
return 0
return 1
//toggles the welder off and on
toggle(var/message = 0)
if(!status) return
src.welding = !( src.welding )
if (src.welding)
if (remove_fuel(1))
usr << "\blue You switch the [src] on."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_objects.Add(src)
else
usr << "\blue Need more fuel!"
src.welding = 0
return
else
if(!message)
usr << "\blue You switch the [src] off."
else
usr << "\blue The [src] shuts off!"
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
eyecheck(mob/user as mob)
//check eye protection
if(!iscarbon(user)) return 1
var/safety = user:eyecheck()
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += rand(4,10)
if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
spawn(100)
user.disabilities &= ~1
return
/obj/item/weapon/weldingtool/largetank
name = "Industrial Welding Tool"
max_fuel = 40
m_amt = 70
g_amt = 60
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "Upgraded Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "Experimental Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'items.dmi'
icon_state = "cutters"
flags = FPRINT | TABLEPASS| CONDUCT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
m_amt = 80
origin_tech = "materials=1;engineering=1"
New()
if(prob(50))
icon_state = "cutters-y"