/obj/item/crowbar name = "pocket crowbar" desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors." icon = 'icons/obj/tools.dmi' icon_state = "crowbar" inhand_icon_state = "crowbar" icon_angle = -45 lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' usesound = 'sound/items/tools/crowbar.ogg' operating_sound = 'sound/items/tools/crowbar_prying.ogg' obj_flags = CONDUCTS_ELECTRICITY slot_flags = ITEM_SLOT_BELT force = 5 throwforce = 7 demolition_mod = 1.25 w_class = WEIGHT_CLASS_SMALL custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) drop_sound = 'sound/items/handling/tools/crowbar_drop.ogg' pickup_sound = 'sound/items/handling/tools/crowbar_pickup.ogg' attack_verb_continuous = list("attacks", "bashes", "batters", "bludgeons", "whacks") attack_verb_simple = list("attack", "bash", "batter", "bludgeon", "whack") tool_behaviour = TOOL_CROWBAR toolspeed = 1 armor_type = /datum/armor/item_crowbar var/force_opens = FALSE /datum/armor/item_crowbar fire = 50 acid = 30 /obj/item/crowbar/Initialize(mapload) . = ..() AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound) /obj/item/crowbar/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) playsound(loc, 'sound/items/weapons/genhit.ogg', 50, TRUE, -1) return BRUTELOSS /obj/item/crowbar/red icon_state = "crowbar_red" inhand_icon_state = "crowbar_red" force = 8 /obj/item/crowbar/abductor name = "alien crowbar" desc = "A hard-light crowbar. It appears to pry by itself, without any effort required." icon = 'icons/obj/antags/abductor.dmi' usesound = 'sound/items/weapons/sonic_jackhammer.ogg' custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) icon_state = "crowbar" inside_belt_icon_state = "crowbar_alien" toolspeed = 0.1 /obj/item/crowbar/large name = "large crowbar" desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big." force = 12 w_class = WEIGHT_CLASS_NORMAL throw_speed = 3 throw_range = 3 custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7) icon_state = "crowbar_large" worn_icon_state = "crowbar" toolspeed = 0.7 /obj/item/crowbar/large/emergency name = "emergency crowbar" desc = "It's a bulky crowbar. It almost seems deliberately designed to not be able to fit inside of a backpack." w_class = WEIGHT_CLASS_BULKY /obj/item/crowbar/hammer name = "claw hammer" desc = "It's a heavy hammer with a pry bar on the back of its head. Nails aren't common in space, but this tool can still be used as a weapon or a crowbar." force = 11 w_class = WEIGHT_CLASS_NORMAL icon = 'icons/obj/weapons/hammer.dmi' icon_state = "clawhammer" icon_angle = -45 lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi' inhand_icon_state = "clawhammer" inside_belt_icon_state = "clawhammer" throwforce = 10 throw_range = 5 throw_speed = 3 toolspeed = 2 custom_materials = list(/datum/material/wood=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7) wound_bonus = 35 /obj/item/crowbar/hammer/Initialize(mapload) . = ..() AddElement(/datum/element/kneejerk) /obj/item/crowbar/large/twenty_force //from space ruin name = "heavy crowbar" desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big. It feels oddly heavy.." force = 20 icon_state = "crowbar_powergame" inhand_icon_state = "crowbar_red" /obj/item/crowbar/large/old name = "old crowbar" desc = "It's an old crowbar. Much larger than the pocket sized ones, carrying a lot more heft. They don't make 'em like they used to." throwforce = 10 throw_speed = 2 /obj/item/crowbar/large/old/Initialize(mapload) . = ..() if(prob(50)) icon_state = "crowbar_powergame" /obj/item/crowbar/power name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science." icon_state = "jaws" inhand_icon_state = "jawsoflife" worn_icon_state = "jawsoflife" icon_angle = 180 lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.75) usesound = 'sound/items/tools/jaws_pry.ogg' hitsound = SFX_SWING_HIT force = 15 w_class = WEIGHT_CLASS_NORMAL toolspeed = 0.7 force_opens = TRUE /// Used on Initialize, how much time to cut cable restraints and zipties. var/snap_time_weak_handcuffs = 0 SECONDS /// Used on Initialize, how much time to cut real handcuffs. Null means it can't. var/snap_time_strong_handcuffs = 0 SECONDS /// The text used for our jaws tool description while active var/active_text = "cutting" /// The text used for our jaws tool description while inactive var/inactive_text = "prying" /// The default tool behavior. This should match tool_behavior var/first_tool_behavior = TOOL_CROWBAR /// The active tool behavior. This should not match tool_behavior on init. var/second_tool_behavior = TOOL_WIRECUTTER /// Determines if we want to limit our jaws of life from opening certain doors or not. var/limit_jaws_access = FALSE /// The access on doors that block our jaws of life from opening if limit_jaws_access is TRUE. Does nothing if FALSE. var/list/blacklisted_access = list() /// Whether or not our jaws throw out an alert when we pry open a door. Default alert sends out a message to security comms. var/radio_alert = FALSE /// If radio_alert is TRUE, access in this list that is found on our pried open door is ignored. var/list/ignored_access = list( ACCESS_MAINT_TUNNELS, ACCESS_AUX_BASE, ACCESS_EXTERNAL_AIRLOCKS, ) COOLDOWN_DECLARE(alert_cooldown) /// How long between announcements from our jaws of life. Keeps the jaws from getting too radio spammy. var/alert_cooldown_time = 1 MINUTES /obj/item/crowbar/power/get_all_tool_behaviours() return list(first_tool_behavior, second_tool_behavior) /obj/item/crowbar/power/Initialize(mapload) . = ..() AddComponent( \ /datum/component/transforming, \ force_on = force, \ throwforce_on = throwforce, \ hitsound_on = hitsound, \ w_class_on = w_class, \ clumsy_check = FALSE, \ inhand_icon_change = FALSE, \ ) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform)) RegisterSignal(src, COMSIG_TOOL_FORCE_OPEN_AIRLOCK, PROC_REF(on_force_open)) /obj/item/crowbar/power/examine() . = ..() . += "It's fitted with a [tool_behaviour == first_tool_behavior ? inactive_text : active_text] head." /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Toggles between crowbar and wirecutters and gives feedback to the user. */ /obj/item/crowbar/power/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER tool_behaviour = (active ? second_tool_behavior : first_tool_behavior) if(user) balloon_alert(user, "attached [tool_behaviour == first_tool_behavior ? inactive_text : active_text]") playsound(src, 'sound/items/tools/change_jaws.ogg', 50, TRUE) if(tool_behaviour != TOOL_WIRECUTTER) RemoveElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs) else AddElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs) return COMPONENT_NO_DEFAULT_MESSAGE /* * Signal proc for [COMSIG_TOOL_FORCE_OPEN_AIRLOCK]. * * Determines if our jaws of life is restricted from opening some doors, and whether or not we need to alert over the radio whenever they are used to * pry open a door. Useful if you want to restrict jaws of life in some fashion. */ /obj/item/crowbar/power/proc/on_force_open(obj/item/source, mob/user, obj/machinery/door/airlock/target) SIGNAL_HANDLER var/list/collective_access = list() collective_access += target.req_access collective_access += target.req_one_access if(limit_jaws_access) for(var/possible_blacklisted_access in collective_access) if(possible_blacklisted_access in blacklisted_access) playsound(src.loc, 'sound/machines/buzz/buzz-sigh.ogg', 50, FALSE) user.balloon_alert(user, "cannot pry open!") return COMPONENT_TOOL_DO_NOT_ALLOW_FORCE_OPEN if(radio_alert && COOLDOWN_FINISHED(src, alert_cooldown)) if(!collective_access) //Return if the door has literally no access at all return COMPONENT_TOOL_ALLOW_FORCE_OPEN for(var/possible_public_access in collective_access) //Return if the door has otherwise unimportant access if((possible_public_access in ignored_access)) return COMPONENT_TOOL_ALLOW_FORCE_OPEN sound_the_alarms(user, target) COOLDOWN_START(src, alert_cooldown, alert_cooldown_time) return COMPONENT_TOOL_ALLOW_FORCE_OPEN ///Our alert for our jaws of life. /obj/item/crowbar/power/proc/sound_the_alarms(mob/user, obj/machinery/door/airlock/target) aas_config_announce(/datum/aas_config_entry/jaws_entry_alert, list( "PERSON" = user.name, "LOCATION" = get_area_name(target), "TOOL" = name), src, list(RADIO_CHANNEL_SECURITY), RADIO_CHANNEL_SECURITY) /datum/aas_config_entry/jaws_entry_alert // This tool screams into the radio whenever the user successfully pries open an airlock. name = "Door Forced Entry Alert" announcement_lines_map = list( RADIO_CHANNEL_SECURITY = "SECURITY ALERT: %PERSON has forced open a door at %LOCATION using %TOOL. Confirm that this was done during an emergency by authorized staff.", ) vars_and_tooltips_map = list( "PERSON" = "will be replaced with the name of the user", "LOCATION" = "with the area of the door", "TOOL" = "replaced with the tool used", ) /obj/item/crowbar/power/suicide_act(mob/living/user) if(tool_behaviour == TOOL_CROWBAR) user.visible_message(span_suicide("[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] trying to commit suicide!")) playsound(loc, 'sound/items/tools/jaws_pry.ogg', 50, TRUE, -1) else user.visible_message(span_suicide("[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!")) playsound(loc, 'sound/items/tools/jaws_cut.ogg', 50, TRUE, -1) if(iscarbon(user)) var/mob/living/carbon/suicide_victim = user var/obj/item/bodypart/target_bodypart = suicide_victim.get_bodypart(BODY_ZONE_HEAD) if(target_bodypart) target_bodypart.drop_limb() playsound(loc, SFX_DESECRATION, 50, TRUE, -1) return BRUTELOSS /obj/item/crowbar/power/syndicate name = "jaws of death" desc = "An improved, faster, and smaller copy of Nanotrasen's standard jaws of life. Can be used to force open airlocks in its crowbar configuration." icon_state = "jaws_syndie" w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 /obj/item/crowbar/power/paramedic name = "jaws of recovery" desc = "A specialized version of the jaws of life, primarily to be used by paramedics to recover the injured and the recently deceased. Rather than a cutting arm, this tool has a bonesetting apparatus. \ Cannot access certain high security areas due to safety concerns." icon_state = "jaws_paramedic" inhand_icon_state = "jawsparamedic" worn_icon_state = "jawsparamedic" w_class = WEIGHT_CLASS_BULKY toolspeed = 1 slot_flags = null active_text = "bonesetting" second_tool_behavior = TOOL_BONESET limit_jaws_access = TRUE blacklisted_access = list( ACCESS_COMMAND, ACCESS_AI_UPLOAD, ACCESS_CAPTAIN, ACCESS_HOP, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_HOS, ACCESS_DETECTIVE, ACCESS_CE, ACCESS_CMO, ACCESS_QM, ACCESS_VAULT, ACCESS_RD, ACCESS_SYNDICATE, ) custom_materials = list( /datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.75, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2.50, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 1.75, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.25, ) radio_alert = TRUE /obj/item/crowbar/power/paramedic/sound_the_alarms(mob/user, obj/machinery/door/airlock/target) aas_config_announce(/datum/aas_config_entry/jaws_entry_alert_paramedic, list( "PERSON" = user.name, "LOCATION" = get_area_name(target), "TOOL" = name), src, list(RADIO_CHANNEL_SECURITY), RADIO_CHANNEL_SECURITY) aas_config_announce(/datum/aas_config_entry/jaws_entry_alert_paramedic, list( "PERSON" = user.name, "LOCATION" = get_area_name(target), "TOOL" = name), src, list(RADIO_CHANNEL_MEDICAL), RADIO_CHANNEL_MEDICAL) /datum/aas_config_entry/jaws_entry_alert_paramedic // This tool screams into the radio whenever the user successfully pries open an airlock. name = "Door Forced Entry Medical Alert" announcement_lines_map = list( RADIO_CHANNEL_SECURITY = "SECURITY ALERT: %PERSON has forced open a door at %LOCATION using %TOOL. Confirm that this was done during an emergency by authorized staff.", RADIO_CHANNEL_MEDICAL = "MEDICAL ALERT: %PERSON has forced open a door at %LOCATION using %TOOL. Confirm that this was done during an emergency by authorized staff.", ) vars_and_tooltips_map = list( "PERSON" = "will be replaced with the name of the user", "LOCATION" = "with the area of the door", "TOOL" = "replaced with the tool used", ) /obj/item/crowbar/power/paramedic/silent desc = "A specialized version of the jaws of life, primarily to be used by paramedics to recover the injured and the recently deceased. Rather than a cutting arm, this tool has a bonesetting apparatus. \ This one looks upgraded." w_class = WEIGHT_CLASS_NORMAL // it's a modified, normal jaws limit_jaws_access = FALSE radio_alert = FALSE /obj/item/crowbar/cyborg name = "hydraulic crowbar" desc = "A hydraulic prying tool, simple but powerful." icon = 'icons/obj/items_cyborg.dmi' icon_state = "toolkit_engiborg_crowbar" worn_icon_state = "toolkit_engiborg_crowbar" //error sprite - this shouldn't have been dropped icon_angle = 0 usesound = 'sound/items/tools/jaws_pry.ogg' force = 10 toolspeed = 0.5 /obj/item/crowbar/mechremoval name = "mech removal tool" desc = "A... really big crowbar. You're pretty sure it could pry open a mech, but it seems unwieldy otherwise." icon_state = "mechremoval0" base_icon_state = "mechremoval" inhand_icon_state = null icon = 'icons/obj/mechremoval.dmi' icon_angle = -65 w_class = WEIGHT_CLASS_HUGE slot_flags = NONE toolspeed = 1.25 armor_type = /datum/armor/crowbar_mechremoval resistance_flags = FIRE_PROOF exposed_wound_bonus = 15 wound_bonus = 10 /datum/armor/crowbar_mechremoval bomb = 100 fire = 100 /obj/item/crowbar/mechremoval/Initialize(mapload) . = ..() transform = transform.Translate(0, -8) AddComponent(/datum/component/two_handed, force_unwielded = 5, force_wielded = 19, icon_wielded = "[base_icon_state]1") /obj/item/crowbar/mechremoval/update_icon_state() icon_state = "[base_icon_state]0" return ..() /obj/item/crowbar/mechremoval/proc/empty_mech(obj/vehicle/sealed/mecha/mech, mob/user) if(!HAS_TRAIT(src, TRAIT_WIELDED)) mech.balloon_alert(user, "not wielded!") return var/obj/item/mecha_parts/mecha_equipment/sleeper/mech_sleeper = locate() in mech if((!LAZYLEN(mech.occupants) || (LAZYLEN(mech.occupants) == 1 && mech.mecha_flags & SILICON_PILOT)) && (!mech_sleeper || !mech_sleeper.patient)) //if no occupants, or only an ai mech.balloon_alert(user, "it's empty!") return var/list/log_list_before = LAZYCOPY(mech.occupants) if(mech_sleeper?.patient) log_list_before += mech_sleeper.patient user.log_message("tried to pry open [mech], located at [loc_name(mech)], which is occupied by [log_list_before.Join(", ")].", LOG_ATTACK) var/mech_dir = mech.dir mech.balloon_alert(user, "prying open...") playsound(mech, 'sound/machines/airlock/airlock_alien_prying.ogg', 100, TRUE) if(!use_tool(mech, user, (mech.mecha_flags & IS_ENCLOSED) ? 5 SECONDS : 3 SECONDS, volume = 0, extra_checks = CALLBACK(src, PROC_REF(extra_checks), mech, mech_dir, mech_sleeper))) mech.balloon_alert(user, "interrupted!") return var/list/log_list_after = LAZYCOPY(mech.occupants) if(mech_sleeper?.patient) log_list_after += mech_sleeper.patient mech_sleeper.go_out() user.log_message("pried open [mech], located at [loc_name(mech)], which was occupied by [log_list_after.Join(", ")].", LOG_ATTACK) for(var/mob/living/occupant as anything in SANITIZE_LIST(mech.occupants)) if(isAI(occupant) || isbrain(occupant)) continue mech.mob_exit(occupant) playsound(mech, 'sound/machines/airlock/airlockforced.ogg', 75, TRUE) /obj/item/crowbar/mechremoval/proc/extra_checks(obj/vehicle/sealed/mecha/mech, mech_dir, obj/item/mecha_parts/mecha_equipment/sleeper/mech_sleeper) return HAS_TRAIT(src, TRAIT_WIELDED) && (LAZYLEN(mech.occupants) || mech_sleeper?.patient) && (mech.dir == mech_dir)