mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 23:27:34 +01:00
POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two. Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench) Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out. Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play) CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin. CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think) Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
This commit is contained in:
@@ -32,7 +32,7 @@
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
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"<span class='notice'>You start to [anchored ? "unfasten [src] from" : "fasten [src] to"] the floor...</span>")
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if(do_after(user, 20/P.toolspeed, target = src))
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@@ -69,13 +69,13 @@
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return
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if(CIRCUIT_CORE)
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You screw the circuit board into place.</span>"
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state = SCREWED_CORE
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icon_state = "2"
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return
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the circuit board.</span>"
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state = EMPTY_CORE
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icon_state = "0"
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@@ -84,7 +84,7 @@
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return
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if(SCREWED_CORE)
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You unfasten the circuit board.</span>"
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state = CIRCUIT_CORE
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icon_state = "1"
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@@ -106,7 +106,7 @@
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if (brain)
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user << "<span class='warning'>Get that brain out of there first!</span>"
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else
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the cables.</span>"
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state = SCREWED_CORE
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icon_state = "2"
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@@ -165,7 +165,7 @@
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return
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if(istype(P, /obj/item/weapon/crowbar) && brain)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the brain.</span>"
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brain.forceMove(loc)
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brain = null
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@@ -174,7 +174,7 @@
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if(GLASS_CORE)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the glass panel.</span>"
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state = CABLED_CORE
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if(brain)
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@@ -185,7 +185,7 @@
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return
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You connect the monitor.</span>"
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new /mob/living/silicon/ai (loc, laws, brain)
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feedback_inc("cyborg_ais_created",1)
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@@ -508,7 +508,7 @@
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break
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if(door_check)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the airlock assembly to the floor.", \
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"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
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"<span class='italics'>You hear wrenching.</span>")
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@@ -523,7 +523,7 @@
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user << "There is another door here!"
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else
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the airlock assembly from the floor.", \
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"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
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"<span class='italics'>You hear wrenching.</span>")
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@@ -549,7 +549,7 @@
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src.name = "wired airlock assembly"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", \
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"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
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@@ -562,7 +562,7 @@
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src.name = "secured airlock assembly"
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else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", \
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"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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if(do_after(user, 40, target = src))
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@@ -579,7 +579,7 @@
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", \
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"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
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@@ -642,7 +642,7 @@
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glass_type = /obj/machinery/door/airlock/glass
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] finishes the airlock.", \
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"<span class='notice'>You start finishing the airlock...</span>")
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@@ -697,4 +697,4 @@
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else
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var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new mineral_path(T, 2)
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qdel(src)
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qdel(src)
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@@ -20,7 +20,7 @@
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver))
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if(state == GIRDER_DISPLACED)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
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"<span class='notice'>You start to disassemble the girder...</span>", "You hear clanking and banging noises.")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -32,7 +32,7 @@
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M.add_fingerprint(user)
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qdel(src)
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else if(state == GIRDER_REINF)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start unsecuring support struts...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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if(state != GIRDER_REINF)
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@@ -45,7 +45,7 @@
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if(!isfloorturf(loc))
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user << "<span class='warning'>A floor must be present to secure the girder!</span>"
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return
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start securing the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You secure the girder.</span>"
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@@ -53,7 +53,7 @@
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transfer_fingerprints_to(G)
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qdel(src)
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else if(state == GIRDER_NORMAL && can_displace)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start unsecuring the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You unsecure the girder.</span>"
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@@ -78,7 +78,7 @@
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qdel(src)
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else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start removing support struts...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You remove the support struts.</span>"
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@@ -316,7 +316,7 @@
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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user << "<span class='notice'>You start slicing apart the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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if( !WT.isOn() )
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@@ -80,11 +80,11 @@
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/wirecutters))
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if(!shock(user, 100))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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deconstruct()
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else if((istype(W, /obj/item/weapon/screwdriver)) && (isturf(loc) || anchored))
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if(!shock(user, 90))
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
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"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
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@@ -45,16 +45,16 @@
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if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
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if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
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user << "<span class='notice'>You screw the screws back into the showcase.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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deconstruction_state = SHOWCASE_CONSTRUCTED
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else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
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user << "<span class='notice'>You unscrew the screws.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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deconstruction_state = SHOWCASE_SCREWDRIVERED
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if(istype(W, /obj/item/weapon/crowbar) && deconstruction_state == SHOWCASE_SCREWDRIVERED)
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if(do_after(user, 20/W.toolspeed, target = src))
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start to crowbar the showcase apart...</span>"
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new /obj/item/stack/sheet/metal (get_turf(src), 4)
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qdel(src)
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@@ -73,4 +73,4 @@
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if(SHOWCASE_SCREWDRIVERED)
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user << "The showcase has its screws loosened."
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else
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user << "If you see this, something is wrong."
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user << "If you see this, something is wrong."
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@@ -104,14 +104,14 @@
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if(!(flags & NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver) && deconstruction_ready)
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user << "<span class='notice'>You start disassembling [src]...</span>"
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 20, target = src))
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deconstruct(TRUE)
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return
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if(istype(I, /obj/item/weapon/wrench) && deconstruction_ready)
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user << "<span class='notice'>You start deconstructing [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 40, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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deconstruct(TRUE, 1)
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@@ -301,7 +301,7 @@
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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if(deconstruction_ready)
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user << "<span class='notice'>You start strengthening the reinforced table...</span>"
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if (do_after(user, 50/W.toolspeed, target = src))
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@@ -424,7 +424,7 @@
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/obj/structure/rack/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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deconstruct(TRUE)
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return
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if(user.a_intent == "harm")
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@@ -101,7 +101,7 @@
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if(WD.dir == dir)
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user << "<span class='warning'>There is already a windoor in that location!</span>"
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return
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -120,7 +120,7 @@
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -177,7 +177,7 @@
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -196,7 +196,7 @@
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else if(istype(W, /obj/item/weapon/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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W.loc = src
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@@ -215,7 +215,7 @@
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if(!electronics)
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -245,7 +245,7 @@
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usr << "<span class='warning'>The assembly is missing electronics!</span>"
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -143,7 +143,7 @@
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if(!(flags&NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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playsound(loc, I.usesound, 75, 1)
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if(reinf && (state == 2 || state == 1))
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user << (state == 2 ? "<span class='notice'>You begin to unscrew the window from the frame...</span>" : "<span class='notice'>You begin to screw the window to the frame...</span>")
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else if(reinf && state == 0)
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@@ -168,7 +168,7 @@
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else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1))
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user << (state == 0 ? "<span class='notice'>You begin to lever the window into the frame...</span>" : "<span class='notice'>You begin to lever the window out of the frame...</span>")
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playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
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playsound(loc, I.usesound, 75, 1)
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if(do_after(user, 40/I.toolspeed, target = src))
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//If state was out of frame, put into frame, else do the reverse
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state = (state == 0 ? 1 : 0)
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@@ -176,7 +176,7 @@
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return
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
playsound(loc, I.usesound, 75, 1)
|
||||
user << "<span class='notice'> You begin to disassemble [src]...</span>"
|
||||
if(do_after(user, 40/I.toolspeed, target = src))
|
||||
if(qdeleted(src))
|
||||
|
||||
Reference in New Issue
Block a user