mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-06-07 15:17:54 +01:00
1620d81661
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles. Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice. Containers are much more saner now. They all share a standard system, unless specified. You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent. Sinks are more saner, you can refill or empty them easier with various refill amounts. Removed silly exclusive cyborg limb checking for hyposprays. Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology. Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank. Large reagent container leaking happens over time as opposed to just leaking every time it moves. New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus. All extinguishers now have monoammonium phosphate in them instead of water. Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics. Nerfed the extinguisher range so it only sprays in a 3x3 radius. Mini-extinguishers spray in a 1x1 radius. Adds Monoammonium phosphate containers across the station. Most watertanks are replaced with Monoammonium phosphate containers.
548 lines
17 KiB
Plaintext
548 lines
17 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/* Tools!
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* Note: Multitools are /obj/item/device
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*
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* Contains:
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* Wrench
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* Screwdriver
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* Wirecutters
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* Welding Tool
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* Crowbar
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* Pipe Wrench
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*/
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/*
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* Wrench
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*/
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/obj/item/weapon/wrench
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name = "wrench"
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desc = "A wrench with many common uses. Can be usually found in your hand."
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icon = 'icons/obj/items.dmi'
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icon_state = "wrench"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5.0
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throwforce = 7.0
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w_class = 2.0
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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/*
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* Screwdriver
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*/
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/obj/item/weapon/screwdriver
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name = "screwdriver"
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desc = "You can be totally screwwy with this."
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icon = 'icons/obj/items.dmi'
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icon_state = "screwdriver"
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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force = 5.0
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w_class = 1.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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attack_verb = list("stabbed")
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var/random_icon = TRUE
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/obj/item/weapon/screwdriver/Initialize()
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. = ..()
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if(!random_icon)
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return
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switch(pick("red","blue","purple","brown","green","cyan","yellow"))
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if ("red")
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icon_state = "screwdriver2"
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item_state = "screwdriver"
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if ("blue")
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icon_state = "screwdriver"
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item_state = "screwdriver_blue"
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if ("purple")
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icon_state = "screwdriver3"
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item_state = "screwdriver_purple"
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if ("brown")
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icon_state = "screwdriver4"
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item_state = "screwdriver_brown"
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if ("green")
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icon_state = "screwdriver5"
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item_state = "screwdriver_green"
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if ("cyan")
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icon_state = "screwdriver6"
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item_state = "screwdriver_cyan"
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if ("yellow")
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icon_state = "screwdriver7"
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item_state = "screwdriver_yellow"
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if (prob(75))
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src.pixel_y = rand(0, 16)
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
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if(!istype(M) || user.a_intent == "help")
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return ..()
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if(target_zone != "eyes" && target_zone != "head")
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return ..()
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if((CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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/*
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* Wirecutters
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*/
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/obj/item/weapon/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'icons/obj/items.dmi'
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icon_state = "cutters"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 6.0
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throw_speed = 2
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throw_range = 9
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w_class = 2.0
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 80)
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attack_verb = list("pinched", "nipped")
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sharp = 1
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edge = 1
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/obj/item/weapon/wirecutters/New()
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if(prob(50))
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icon_state = "cutters-y"
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item_state = "cutters_yellow"
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..()
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/obj/item/weapon/wirecutters/attack(mob/living/carbon/C as mob, mob/user as mob, var/target_zone)
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if(user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/handcuffs/cable)))
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usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
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"You cut \the [C]'s restraints with \the [src]!",\
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"You hear cable being cut.")
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C.handcuffed = null
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if(C.buckled && C.buckled.buckle_require_restraints)
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C.buckled.unbuckle_mob()
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C.update_inv_handcuffed()
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return
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else
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..()
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/*
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* Welding Tool
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*/
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/obj/item/weapon/weldingtool
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name = "welding tool"
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desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal."
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icon = 'icons/obj/tools/welding.dmi'
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icon_state = "welder_off"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/base_iconstate = "welder"//These are given an _on/_off suffix before being used
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var/base_itemstate = "welder"
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contained_sprite = 1
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//Amount of OUCH when it's thrown
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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//Cost to make in the autolathe
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
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//R&D tech level
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origin_tech = list(TECH_ENGINEERING = 1)
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//Welding tool specific stuff
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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/obj/item/weapon/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
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max_fuel = 40
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matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60)
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base_iconstate = "ind_welder"
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origin_tech = list(TECH_ENGINEERING = 2)
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/obj/item/weapon/weldingtool/hugetank
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name = "advanced welding tool"
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desc = "A rare and powerful welding tool with a super-extended fuel tank."
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max_fuel = 80
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w_class = 2.0
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matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120)
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base_iconstate = "adv_welder"
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origin_tech = list(TECH_ENGINEERING = 3)
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//The Experimental Welding Tool!
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/obj/item/weapon/weldingtool/experimental
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name = "experimental welding tool"
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desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply"
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max_fuel = 40
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w_class = 2.0
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matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120)
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base_iconstate = "exp_welder"
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origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
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base_itemstate = "exp_welder"
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var/last_gen = 0
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var/fuelgen_delay = 800//The time, in deciseconds, required to regenerate one unit of fuel
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//800 = 1 unit per 1 minute and 20 seconds,
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//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
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//Welding tool functionality here
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/obj/item/weapon/weldingtool/Initialize()
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. = ..()
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// var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", max_fuel)
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update_icon()
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/obj/item/weapon/weldingtool/update_icon()
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..()
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var/add = welding ? "_on" : "_off"
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icon_state = base_iconstate + add //These are given an _on/_off suffix before being used
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item_state = base_itemstate + add
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var/mob/M = loc
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if(istype(M))
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/weapon/weldingtool/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/weapon/weldingtool/examine(mob/user)
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if(..(user, 0))
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user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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if (isrobot(loc))
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user << span("alert", "You cannot modify your own welder!")
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return
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if(welding)
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user << span("danger", "Stop welding first!")
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return
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status = !status
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if(status)
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user << span("notice", "You secure the welder.")
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else
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user << span("notice", "The welder can now be attached and modified.")
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src.add_fingerprint(user)
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return
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if((!status) && (istype(W,/obj/item/stack/rods)))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
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src.forceMove(F)
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F.weldtool = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.remove_from_mob(src)
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else
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user.remove_from_mob(src)
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src.master = F
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src.layer = initial(src.layer)
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user.remove_from_mob(src)
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if (user.client)
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user.client.screen -= src
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src.forceMove(F)
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src.add_fingerprint(user)
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return
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..()
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return
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/obj/item/weapon/weldingtool/process()
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if(welding)
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if(prob(5))
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remove_fuel(1)
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if(get_fuel() < 1)
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setWelding(0)
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//I'm not sure what this does. I assume it has to do with starting fires...
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//...but it doesnt check to see if the welder is on or not.
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = get_turf(M)
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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/obj/item/weapon/weldingtool/attack(mob/living/M as mob, mob/user as mob, var/target_zone)
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if(hasorgans(M))
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var/obj/item/organ/external/S = M:organs_by_name[target_zone]
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if (!S) return
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if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
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return ..()
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if(M.isSynthetic() && M == user && !(M.get_species() == "Hunter-Killer"))
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user << "<span class='warning'>You can't repair damage to your own body - it's against OH&S.</span>"
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return
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if(S.brute_dam == 0)
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// Organ undamaged
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user << "Nothing to fix here!"
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return
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if (!src.welding)
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// Welder is switched off!
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user << "<span class='warning'>You need to light the welding tool, first!</span>"
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return
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if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP)
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user << "<span class='warning'>The damage is far too severe to patch over externally.</span>"
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return
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if (src.remove_fuel(0))
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// Use a bit of fuel and repair
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S.heal_damage(15,0,0,1)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message("<span class='warning'>\The [user] patches some dents on \the [M]'s [S.name] with \the [src].</span>")
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else
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// Welding tool is out of fuel
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user << "Need more welding fuel!"
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return
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else
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return ..()
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/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
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if(!proximity) return
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if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
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O.reagents.trans_to_obj(src, max_fuel)
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user << "<span class='notice'>Welder refueled</span>"
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playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
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return
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else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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var/obj/structure/reagent_dispensers/fueltank/tank = O
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if(tank.armed)
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user << "You are already heating the [O]"
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return
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tank.armed = 1
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user.visible_message("[user] begins heating the [O].", "You start to heat the [O].")
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message_admins("[key_name_admin(user)] is attempting a welder bomb at ([loc.x],[loc.y],[loc.z]) - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[O.x];Y=[O.y];Z=[O.z]'>JMP</a>")
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if(do_after(user,100))
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if(tank.defuse)
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user.visible_message("[user] melts some of the framework on the [O].", "You melt some of the framework.")
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tank.defuse = 0
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tank.armed = 0
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return
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.",ckey=key_name(user))
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user << span("alert", "That was stupid of you.")
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tank.ex_act(3.0)
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return
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else
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tank.armed = 0
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user << "You thought better of yourself."
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return
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return
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if (src.welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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if(isliving(O))
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var/mob/living/L = O
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L.IgniteMob()
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
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setWelding(!welding, usr)
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return
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//Returns the amount of fuel in the welder
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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//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()
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/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding)
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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if(M)
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eyecheck(M)
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return 1
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else
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if(M)
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M << span("notice", "You need more welding fuel to complete this task.")
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return 0
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//Returns whether or not the welding tool is currently on.
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/obj/item/weapon/weldingtool/proc/isOn()
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return src.welding
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//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
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//so that the welding tool updates accordingly
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/obj/item/weapon/weldingtool/proc/setWelding(var/set_welding, var/mob/M)
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if(!status) return
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var/turf/T = get_turf(src)
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//If we're turning it on
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if(set_welding && !welding)
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if (get_fuel() > 0)
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if(M)
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M << "<span class='notice'>You switch the [src] on.</span>"
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else if(T)
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T.visible_message("<span class='danger'>\The [src] turns on.</span>")
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playsound(loc, 'sound/items/WelderActivate.ogg', 50, 1)
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src.force = 15
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src.damtype = "fire"
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src.w_class = 4
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welding = 1
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update_icon()
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set_processing(1)
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else
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if(M)
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M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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//Otherwise
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else if(!set_welding && welding)
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if(M)
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M << "<span class='notice'>You switch \the [src] off.</span>"
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else if(T)
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T.visible_message("<span class='warning'>\The [src] turns off.</span>")
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playsound(loc, 'sound/items/WelderDeactivate.ogg', 50, 1)
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src.force = 3
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src.damtype = "brute"
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src.w_class = initial(src.w_class)
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src.welding = 0
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set_processing(0)
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update_icon()
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//A wrapper function for the experimental tool to override
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/obj/item/weapon/weldingtool/proc/set_processing(var/state = 0)
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if (state == 1)
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START_PROCESSING(SSprocessing, src)
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else
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STOP_PROCESSING(SSprocessing, src)
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//Decides whether or not to damage a player's eyes based on what they're wearing as protection
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//Note: This should probably be moved to mob
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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if(!iscarbon(user)) return 1
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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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 << "<span class='warning'>Your eyes sting a little.</span>"
|
|
E.damage += rand(1, 2)
|
|
if(E.damage > 12)
|
|
user.eye_blurry += rand(3,6)
|
|
if(FLASH_PROTECTION_NONE)
|
|
usr << "<span class='warning'>Your eyes burn.</span>"
|
|
E.damage += rand(2, 4)
|
|
if(E.damage > 10)
|
|
E.damage += rand(4,10)
|
|
if(FLASH_PROTECTION_REDUCED)
|
|
usr << "<span class='danger'>Your equipment intensify the welder's glow. Your eyes itch and burn severely.</span>"
|
|
user.eye_blurry += rand(12,20)
|
|
E.damage += rand(12, 16)
|
|
if(safety<FLASH_PROTECTION_MAJOR)
|
|
if(E.damage > 10)
|
|
user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
|
|
|
|
if (E.damage >= E.min_broken_damage)
|
|
user << "<span class='danger'>You go blind!</span>"
|
|
user.sdisabilities |= BLIND
|
|
else if (E.damage >= E.min_bruised_damage)
|
|
user << "<span class='danger'>You go blind!</span>"
|
|
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")
|