#define WELDER_FUEL_BURN_INTERVAL 13 /* Tools! * Note: Multitools are /obj/item/device * * Contains: * Wrench * Screwdriver * Wirecutters * Welding Tool * Crowbar */ /* * Wrench */ /obj/item/wrench name = "wrench" desc = "A wrench with common uses. Can be found in your hand." icon = 'icons/obj/tools.dmi' icon_state = "wrench" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = SLOT_BELT force = 5 throwforce = 7 w_class = WEIGHT_CLASS_SMALL usesound = 'sound/items/ratchet.ogg' materials = list(MAT_METAL=150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) /obj/item/wrench/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/wrench/cyborg name = "automatic wrench" desc = "An advanced robotic wrench. Can be found in construction cyborgs." toolspeed = 0.5 /obj/item/wrench/brass name = "brass wrench" desc = "A brass wrench. It's faintly warm to the touch." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "wrench_brass" toolspeed = 0.5 /obj/item/wrench/abductor name = "alien wrench" desc = "A polarized wrench. It causes anything placed between the jaws to turn." icon = 'icons/obj/abductor.dmi' icon_state = "wrench" usesound = 'sound/effects/empulse.ogg' toolspeed = 0.1 origin_tech = "materials=5;engineering=5;abductor=3" /obj/item/wrench/power name = "hand drill" desc = "A simple powered hand drill. It's fitted with a bolt bit." icon_state = "drill_bolt" item_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' usesound = 'sound/items/drill_use.ogg' materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change w_class = WEIGHT_CLASS_SMALL throwforce = 8 attack_verb = list("drilled", "screwed", "jabbed") toolspeed = 0.25 /obj/item/wrench/power/attack_self(mob/user) playsound(get_turf(user),'sound/items/change_drill.ogg',50,1) var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power to_chat(user, "You attach the screw driver bit to [src].") qdel(src) user.put_in_active_hand(s_drill) /obj/item/wrench/power/suicide_act(mob/user) user.visible_message("[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!") return (BRUTELOSS) /obj/item/wrench/medical name = "medical wrench" desc = "A medical wrench with common(medical?) uses. Can be found in your hand." icon_state = "wrench_medical" force = 2 //MEDICAL throwforce = 4 origin_tech = "materials=1;engineering=1;biotech=3" attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked") /obj/item/wrench/medical/suicide_act(mob/living/user) user.visible_message("[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!") // TODO Make them glow with the power of the M E D I C A L W R E N C H // during their ascension // Stun stops them from wandering off user.Stun(100, ignore_canstun = TRUE) playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1) // Let the sound effect finish playing sleep(20) if(!user) return for(var/obj/item/W in user) user.dropItemToGround(W) var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc) W.add_fingerprint(user) W.desc += " For some reason, it reminds you of [user.name]." if(!user) return user.dust() return OXYLOSS /* * Screwdriver */ /obj/item/screwdriver name = "screwdriver" desc = "You can be totally screwy with this." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" item_state = "screwdriver" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = SLOT_BELT force = 5 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=75) attack_verb = list("stabbed") hitsound = 'sound/weapons/bladeslice.ogg' usesound = 'sound/items/screwdriver.ogg' toolspeed = 1 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) var/random_color = TRUE //if the screwdriver uses random coloring var/static/list/screwdriver_colors = list(\ "blue" = rgb(24, 97, 213), \ "red" = rgb(149, 23, 16), \ "pink" = rgb(213, 24, 141), \ "brown" = rgb(160, 82, 18), \ "green" = rgb(14, 127, 27), \ "cyan" = rgb(24, 162, 213), \ "yellow" = rgb(213, 140, 24), \ ) /obj/item/screwdriver/suicide_act(mob/user) user.visible_message("[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!") return(BRUTELOSS) /obj/item/screwdriver/Initialize() . = ..() if(random_color) //random colors! var/our_color = pick(screwdriver_colors) add_atom_colour(screwdriver_colors[our_color], FIXED_COLOUR_PRIORITY) update_icon() if(prob(75)) pixel_y = rand(0, 16) /obj/item/screwdriver/update_icon() if(!random_color) //icon override return cut_overlays() var/mutable_appearance/base_overlay = mutable_appearance(icon, "screwdriver_screwybits") base_overlay.appearance_flags = RESET_COLOR add_overlay(base_overlay) /obj/item/screwdriver/worn_overlays(isinhands = FALSE, icon_file) . = list() if(isinhands && random_color) var/mutable_appearance/M = mutable_appearance(icon_file, "screwdriver_head") M.appearance_flags = RESET_COLOR . += M /obj/item/screwdriver/get_belt_overlay() if(random_color) var/mutable_appearance/body = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver") var/mutable_appearance/head = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_head") body.color = color head.overlays += body return head else return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state) /obj/item/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user) if(!istype(M)) return ..() if(user.zone_selected != "eyes" && user.zone_selected != "head") return ..() if(user.disabilities & CLUMSY && prob(50)) M = user return eyestab(M,user) /obj/item/screwdriver/brass name = "brass screwdriver" desc = "A screwdriver made of brass. The handle feels freezing cold." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "screwdriver_brass" item_state = "screwdriver_brass" toolspeed = 0.5 random_color = FALSE /obj/item/screwdriver/abductor name = "alien screwdriver" desc = "An ultrasonic screwdriver." icon = 'icons/obj/abductor.dmi' icon_state = "screwdriver_a" item_state = "screwdriver_nuke" usesound = 'sound/items/pshoom.ogg' toolspeed = 0.1 random_color = FALSE /obj/item/screwdriver/power name = "hand drill" desc = "A simple powered hand drill. It's fitted with a screw bit." icon_state = "drill_screw" item_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change w_class = WEIGHT_CLASS_SMALL throwforce = 8 throw_speed = 2 throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far attack_verb = list("drilled", "screwed", "jabbed","whacked") hitsound = 'sound/items/drill_hit.ogg' usesound = 'sound/items/drill_use.ogg' toolspeed = 0.25 random_color = FALSE /obj/item/screwdriver/power/suicide_act(mob/user) user.visible_message("[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!") return(BRUTELOSS) /obj/item/screwdriver/power/attack_self(mob/user) playsound(get_turf(user),'sound/items/change_drill.ogg',50,1) var/obj/item/wrench/power/b_drill = new /obj/item/wrench/power to_chat(user, "You attach the bolt driver bit to [src].") qdel(src) user.put_in_active_hand(b_drill) /obj/item/screwdriver/cyborg name = "powered screwdriver" desc = "An electrical screwdriver, designed to be both precise and quick." usesound = 'sound/items/drill_use.ogg' toolspeed = 0.5 /* * Wirecutters */ /obj/item/wirecutters name = "wirecutters" desc = "This cuts wires." icon = 'icons/obj/tools.dmi' icon_state = null lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = SLOT_BELT force = 6 throw_speed = 3 throw_range = 7 w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=80) attack_verb = list("pinched", "nipped") hitsound = 'sound/items/wirecutter.ogg' usesound = 'sound/items/wirecutter.ogg' origin_tech = "materials=1;engineering=1" toolspeed = 1 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) /obj/item/wirecutters/New(loc, var/param_color = null) ..() if(!icon_state) if(!param_color) param_color = pick("yellow","red") icon_state = "cutters_[param_color]" /obj/item/wirecutters/attack(mob/living/carbon/C, mob/user) if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/restraints/handcuffs/cable)) user.visible_message("[user] cuts [C]'s restraints with [src]!") qdel(C.handcuffed) C.handcuffed = null if(C.buckled && C.buckled.buckle_requires_restraints) C.buckled.unbuckle_mob(C) C.update_handcuffed() return else ..() /obj/item/wirecutters/suicide_act(mob/user) user.visible_message("[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, usesound, 50, 1, -1) return (BRUTELOSS) /obj/item/wirecutters/brass name = "brass wirecutters" desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "cutters_brass" toolspeed = 0.5 /obj/item/wirecutters/abductor name = "alien wirecutters" desc = "Extremely sharp wirecutters, made out of a silvery-green metal." icon = 'icons/obj/abductor.dmi' icon_state = "cutters" toolspeed = 0.1 origin_tech = "materials=5;engineering=4;abductor=3" /obj/item/wirecutters/cyborg name = "wirecutters" desc = "This cuts wires." toolspeed = 0.5 /obj/item/wirecutters/power name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head." icon_state = "jaws_cutter" item_state = "jawsoflife" origin_tech = "materials=2;engineering=2" materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) usesound = 'sound/items/jaws_cut.ogg' toolspeed = 0.25 /obj/item/wirecutters/power/suicide_act(mob/user) user.visible_message("[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/jaws_cut.ogg', 50, 1, -1) if(iscarbon(user)) var/mob/living/carbon/C = user var/obj/item/bodypart/BP = C.get_bodypart("head") if(BP) BP.drop_limb() playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1) return (BRUTELOSS) /obj/item/wirecutters/power/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) var/obj/item/crowbar/power/pryjaws = new /obj/item/crowbar/power to_chat(user, "You attach the pry jaws to [src].") qdel(src) user.put_in_active_hand(pryjaws) /* * Welding Tool */ /obj/item/weldingtool name = "welding tool" desc = "A standard edition welder provided by Nanotrasen." icon = 'icons/obj/tools.dmi' icon_state = "welder" item_state = "welder" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = SLOT_BELT force = 3 throwforce = 5 hitsound = "swing_hit" usesound = 'sound/items/welder.ogg' var/acti_sound = 'sound/items/welderactivate.ogg' var/deac_sound = 'sound/items/welderdeactivate.ogg' throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30) resistance_flags = FIRE_PROOF materials = list(MAT_METAL=70, MAT_GLASS=30) origin_tech = "engineering=1;plasmatech=1" var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) var/max_fuel = 20 //The max amount of fuel the welder can hold var/change_icons = 1 var/can_off_process = 0 var/light_intensity = 2 //how powerful the emitted light is when used. var/burned_fuel_for = 0 //when fuel was last removed heat = 3800 toolspeed = 1 /obj/item/weldingtool/Initialize() . = ..() create_reagents(max_fuel) reagents.add_reagent("welding_fuel", max_fuel) update_icon() /obj/item/weldingtool/proc/update_torch() if(welding) add_overlay("[initial(icon_state)]-on") item_state = "[initial(item_state)]1" else item_state = "[initial(item_state)]" /obj/item/weldingtool/update_icon() cut_overlays() if(change_icons) var/ratio = get_fuel() / max_fuel ratio = Ceiling(ratio*4) * 25 add_overlay("[initial(icon_state)][ratio]") update_torch() return /obj/item/weldingtool/process() switch(welding) if(0) force = 3 damtype = "brute" update_icon() if(!can_off_process) STOP_PROCESSING(SSobj, src) return //Welders left on now use up fuel, but lets not have them run out quite that fast if(1) force = 15 damtype = "fire" ++burned_fuel_for if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL) remove_fuel(1) update_icon() //This is to start fires. process() is only called if the welder is on. open_flame() /obj/item/weldingtool/suicide_act(mob/user) user.visible_message("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!") return (FIRELOSS) /obj/item/weldingtool/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/screwdriver)) flamethrower_screwdriver(I, user) else if(istype(I, /obj/item/stack/rods)) flamethrower_rods(I, user) else return ..() /obj/item/weldingtool/attack(mob/living/carbon/human/H, mob/user) if(!istype(H)) return ..() var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected)) if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM) if(src.remove_fuel(1)) playsound(loc, usesound, 50, 1) if(user == H) user.visible_message("[user] starts to fix some of the dents on [H]'s [affecting.name].", "You start fixing some of the dents on [H]'s [affecting.name].") if(!do_mob(user, H, 50)) return item_heal_robotic(H, user, 15, 0) else return ..() /obj/item/weldingtool/afterattack(atom/O, mob/user, proximity) if(!proximity) return if(welding) remove_fuel(1) var/turf/location = get_turf(user) location.hotspot_expose(700, 50, 1) if(get_fuel() <= 0) set_light(0) if(isliving(O)) var/mob/living/L = O if(L.IgniteMob()) message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire") log_game("[key_name(user)] set [key_name(L)] on fire") /obj/item/weldingtool/attack_self(mob/user) switched_on(user) if(welding) set_light(light_intensity) update_icon() //Returns the amount of fuel in the welder /obj/item/weldingtool/proc/get_fuel() return reagents.get_reagent_amount("welding_fuel") //Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use() /obj/item/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null) if(!welding || !check_fuel()) return 0 if(amount) burned_fuel_for = 0 if(get_fuel() >= amount) reagents.remove_reagent("welding_fuel", amount) check_fuel() if(M) M.flash_act(light_intensity) return TRUE else if(M) to_chat(M, "You need more welding fuel to complete this task!") return FALSE //Turns off the welder if there is no more fuel (does this really need to be its own proc?) /obj/item/weldingtool/proc/check_fuel(mob/user) if(get_fuel() <= 0 && welding) switched_on(user) update_icon() //mob icon update if(ismob(loc)) var/mob/M = loc M.update_inv_hands(0) return 0 return 1 //Switches the welder on /obj/item/weldingtool/proc/switched_on(mob/user) if(!status) to_chat(user, "[src] can't be turned on while unsecured!") return welding = !welding if(welding) if(get_fuel() >= 1) to_chat(user, "You switch [src] on.") playsound(loc, acti_sound, 50, 1) force = 15 damtype = "fire" hitsound = 'sound/items/welder.ogg' update_icon() START_PROCESSING(SSobj, src) else to_chat(user, "You need more fuel!") switched_off(user) else to_chat(user, "You switch [src] off.") playsound(loc, deac_sound, 50, 1) switched_off(user) //Switches the welder off /obj/item/weldingtool/proc/switched_off(mob/user) welding = 0 set_light(0) force = 3 damtype = "brute" hitsound = "swing_hit" update_icon() /obj/item/weldingtool/examine(mob/user) ..() to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].") /obj/item/weldingtool/is_hot() return welding * heat //Returns whether or not the welding tool is currently on. /obj/item/weldingtool/proc/isOn() return welding /obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user) if(welding) to_chat(user, "Turn it off first!") return status = !status if(status) to_chat(user, "You resecure [src].") else to_chat(user, "[src] can now be attached and modified.") add_fingerprint(user) /obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user) if(!status) var/obj/item/stack/rods/R = I if (R.use(1)) var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc) if(!remove_item_from_storage(F)) user.transferItemToLoc(src, F, TRUE) F.weldtool = src add_fingerprint(user) to_chat(user, "You add a rod to a welder, starting to build a flamethrower.") user.put_in_hands(F) else to_chat(user, "You need one rod to start building a flamethrower!") /obj/item/weldingtool/ignition_effect(atom/A, mob/user) if(welding && remove_fuel(1, user)) . = "[user] casually lights [A] with [src], what a badass." else . = "" /obj/item/weldingtool/largetank name = "industrial welding tool" desc = "A slightly larger welder with a larger tank." icon_state = "indwelder" max_fuel = 40 materials = list(MAT_GLASS=60) origin_tech = "engineering=2;plasmatech=2" /obj/item/weldingtool/largetank/cyborg name = "integrated welding tool" desc = "An advanced welder designed to be used in robotic systems." toolspeed = 0.5 /obj/item/weldingtool/largetank/flamethrower_screwdriver() return /obj/item/weldingtool/mini name = "emergency welding tool" desc = "A miniature welder used during emergencies." icon_state = "miniwelder" max_fuel = 10 w_class = WEIGHT_CLASS_TINY materials = list(MAT_METAL=30, MAT_GLASS=10) change_icons = 0 /obj/item/weldingtool/mini/flamethrower_screwdriver() return /obj/item/weldingtool/abductor name = "alien welding tool" desc = "An alien welding tool. Whatever fuel it uses, it never runs out." icon = 'icons/obj/abductor.dmi' icon_state = "welder" toolspeed = 0.1 light_intensity = 0 change_icons = 0 origin_tech = "plasmatech=5;engineering=5;abductor=3" /obj/item/weldingtool/abductor/process() if(get_fuel() <= max_fuel) reagents.add_reagent("welding_fuel", 1) ..() /obj/item/weldingtool/hugetank name = "upgraded industrial welding tool" desc = "An upgraded welder based of the industrial welder." icon_state = "upindwelder" item_state = "upindwelder" max_fuel = 80 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "engineering=3;plasmatech=2" /obj/item/weldingtool/experimental name = "experimental welding tool" desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes." icon_state = "exwelder" item_state = "exwelder" max_fuel = 40 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4" var/last_gen = 0 change_icons = 0 can_off_process = 1 light_intensity = 1 toolspeed = 0.5 var/nextrefueltick = 0 /obj/item/weldingtool/experimental/brass name = "brass welding tool" desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "brasswelder" item_state = "brasswelder" /obj/item/weldingtool/experimental/process() ..() if(get_fuel() < max_fuel && nextrefueltick < world.time) nextrefueltick = world.time + 10 reagents.add_reagent("welding_fuel", 1) /* * Crowbar */ /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" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' usesound = 'sound/items/crowbar.ogg' flags_1 = CONDUCT_1 slot_flags = SLOT_BELT force = 5 throwforce = 7 w_class = WEIGHT_CLASS_SMALL materials = list(MAT_METAL=50) origin_tech = "engineering=1;combat=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) /obj/item/crowbar/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/crowbar/red icon_state = "crowbar_red" force = 8 /obj/item/crowbar/brass name = "brass crowbar" desc = "A brass crowbar. It feels faintly warm to the touch." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "crowbar_brass" toolspeed = 0.5 /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/abductor.dmi' usesound = 'sound/weapons/sonic_jackhammer.ogg' icon_state = "crowbar" toolspeed = 0.1 origin_tech = "combat=4;engineering=4;abductor=3" /obj/item/crowbar/large name = "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 materials = list(MAT_METAL=70) icon_state = "crowbar_large" item_state = "crowbar" toolspeed = 0.5 /obj/item/crowbar/cyborg name = "hydraulic crowbar" desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs." usesound = 'sound/items/jaws_pry.ogg' force = 10 toolspeed = 0.5 /obj/item/crowbar/power name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head." icon_state = "jaws_pry" item_state = "jawsoflife" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) origin_tech = "materials=2;engineering=2" usesound = 'sound/items/jaws_pry.ogg' force = 15 toolspeed = 0.25 /obj/item/crowbar/power/suicide_act(mob/user) user.visible_message("[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/crowbar/power/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) var/obj/item/wirecutters/power/cutjaws = new /obj/item/wirecutters/power to_chat(user, "You attach the cutting jaws to [src].") qdel(src) user.put_in_active_hand(cutjaws) #undef WELDER_FUEL_BURN_INTERVAL