//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /* Tools! * Note: Multitools are /obj/item/device * * Contains: * Wrench * Screwdriver * Wirecutters * Welding Tool * Crowbar */ /* * Wrench */ /obj/item/weapon/wrench name = "wrench" desc = "A wrench with common uses. Can be found in your hand." icon = 'icons/obj/tools.dmi' icon_state = "wrench" flags = CONDUCT slot_flags = SLOT_BELT force = 5 throwforce = 7 w_class = 2 materials = list(MAT_METAL=150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 /obj/item/weapon/wrench/suicide_act(mob/user) user.visible_message("[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/weapon/wrench/cyborg name = "automatic wrench" desc = "An advanced robotic wrench. Can be found in construction cyborgs." icon = 'icons/obj/items_cyborg.dmi' toolspeed = 2 /obj/item/weapon/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") /obj/item/weapon/wrench/medical/suicide_act(mob/user) user.visible_message("[user] is praying to the medical wrench to take \his soul. It looks like \he's 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(5) 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.unEquip(W) var/obj/item/weapon/wrench/medical/W = new /obj/item/weapon/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/weapon/screwdriver name = "screwdriver" desc = "You can be totally screwy with this." icon = 'icons/obj/tools.dmi' icon_state = null flags = CONDUCT slot_flags = SLOT_BELT force = 5 w_class = 1 throwforce = 5 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=75) attack_verb = list("stabbed") hitsound = 'sound/weapons/bladeslice.ogg' toolspeed = 1 /obj/item/weapon/screwdriver/suicide_act(mob/user) user.visible_message(pick("[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.", \ "[user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.")) return(BRUTELOSS) /obj/item/weapon/screwdriver/New(loc, var/param_color = null) ..() if(!icon_state) if(!param_color) param_color = pick("red","blue","pink","brown","green","cyan","yellow") icon_state = "screwdriver_[param_color]" if (prob(75)) src.pixel_y = rand(0, 16) return /obj/item/weapon/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/weapon/screwdriver/cyborg name = "powered screwdriver" desc = "An electrical screwdriver, designed to be both precise and quick." icon = 'icons/obj/items_cyborg.dmi' icon_state = "screwdriver_cyborg" toolspeed = 2 /* * Wirecutters */ /obj/item/weapon/wirecutters name = "wirecutters" desc = "This cuts wires." icon = 'icons/obj/tools.dmi' icon_state = null flags = CONDUCT slot_flags = SLOT_BELT force = 6 throw_speed = 3 throw_range = 7 w_class = 2 materials = list(MAT_METAL=80) origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") hitsound = 'sound/items/Wirecutter.ogg' toolspeed = 1 /obj/item/weapon/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/weapon/wirecutters/attack(mob/living/carbon/C, mob/user) if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/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/weapon/wirecutters/suicide_act(mob/user) user.visible_message("[user] is cutting at \his arteries with the [src.name]! It looks like \he's trying to commit suicide.") playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/weapon/wirecutters/cyborg name = "wirecutters" desc = "This cuts wires." icon = 'icons/obj/items_cyborg.dmi' icon_state = "cutters_cyborg" toolspeed = 2 /* * Welding Tool */ /obj/item/weapon/weldingtool name = "welding tool" desc = "A standard edition welder provided by NanoTrasen." icon = 'icons/obj/tools.dmi' icon_state = "welder" item_state = "welder" flags = CONDUCT slot_flags = SLOT_BELT force = 3 throwforce = 5 hitsound = "swing_hit" throw_speed = 3 throw_range = 5 w_class = 2 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 = 1 //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. heat = 3800 toolspeed = 1 /obj/item/weapon/weldingtool/New() ..() create_reagents(max_fuel) reagents.add_reagent("welding_fuel", max_fuel) update_icon() return /obj/item/weapon/weldingtool/proc/update_torch() overlays.Cut() if(welding) overlays += "[initial(icon_state)]-on" item_state = "[initial(item_state)]1" else item_state = "[initial(item_state)]" /obj/item/weapon/weldingtool/update_icon() if(change_icons) var/ratio = get_fuel() / max_fuel ratio = Ceiling(ratio*4) * 25 if(ratio == 100) icon_state = initial(icon_state) else icon_state = "[initial(icon_state)][ratio]" update_torch() return /obj/item/weapon/weldingtool/examine(mob/user) ..() user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]." /obj/item/weapon/weldingtool/suicide_act(mob/user) user.visible_message("[user] welds \his every orifice closed! It looks like \he's trying to commit suicide..") return (FIRELOSS) /obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/screwdriver)) flamethrower_screwdriver(I, user) else if(istype(I, /obj/item/stack/rods)) flamethrower_rods(I, user) else return ..() /obj/item/weapon/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 == ORGAN_ROBOTIC && user.a_intent != "harm") if(src.remove_fuel(1)) playsound(loc, 'sound/items/Welder.ogg', 50, 1) 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, 5, 0) return else return else return ..() /obj/item/weapon/weldingtool/process() switch(welding) if(0) force = 3 damtype = "brute" update_icon() if(!can_off_process) SSobj.processing.Remove(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" if(prob(5)) remove_fuel(1) update_icon() //This is to start fires. process() is only called if the welder is on. open_flame() /obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity) if(!proximity) return if(istype(O, /obj/structure/reagent_dispensers/fueltank) && in_range(src, O)) if(!welding) O.reagents.trans_to(src, max_fuel) user << "[src] refueled." playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) update_icon() return else message_admins("[key_name_admin(user)] triggered a fueltank explosion.") log_game("[key_name(user)] triggered a fueltank explosion.") user << "That was stupid of you." O.ex_act() return if(welding) remove_fuel(1) var/turf/location = get_turf(user) location.hotspot_expose(700, 50, 1) 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/weapon/weldingtool/attack_self(mob/user) toggle(user) update_icon() //Returns the amount of fuel in the welder /obj/item/weapon/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/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null) if(!welding || !check_fuel()) return 0 if(get_fuel() >= amount) reagents.remove_reagent("welding_fuel", amount) check_fuel() if(M) M.flash_eyes(light_intensity) return 1 else if(M) M << "You need more welding fuel to complete this task!" return 0 //Returns whether or not the welding tool is currently on. /obj/item/weapon/weldingtool/proc/isOn() return welding //Turns off the welder if there is no more fuel (does this really need to be its own proc?) /obj/item/weapon/weldingtool/proc/check_fuel(mob/user) if(get_fuel() <= 0 && welding) toggle(user, 1) update_icon() //mob icon update if(ismob(loc)) var/mob/M = loc M.update_inv_r_hand(0) M.update_inv_l_hand(0) return 0 return 1 //Toggles the welder off and on /obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0) if(!status) user << "[src] can't be turned on while unsecured!" return welding = !welding if(welding) if(get_fuel() >= 1) user << "You switch [src] on." force = 15 damtype = "fire" hitsound = 'sound/items/welder.ogg' update_icon() SSobj.processing |= src else user << "You need more fuel!" welding = 0 else if(!message) user << "You switch [src] off." else user << "[src] shuts off!" force = 3 damtype = "brute" hitsound = "swing_hit" update_icon() /obj/item/weapon/weldingtool/is_hot() return welding * heat /obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user) if(welding) user << "Turn it off first!" return status = !status if(status) user << "You resecure [src]." else user << "[src] can now be attached and modified." add_fingerprint(user) /obj/item/weapon/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/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc) if(!remove_item_from_storage(F)) user.unEquip(src) loc = F F.weldtool = src add_fingerprint(user) user << "You add a rod to a welder, starting to build a flamethrower." user.put_in_hands(F) else user << "You need one rod to start building a flamethrower!" return /obj/item/weapon/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/weapon/weldingtool/largetank/cyborg name = "integrated welding tool" desc = "An advanced welder designed to be used in robotic systems." icon = 'icons/obj/items_cyborg.dmi' icon_state = "indwelder" toolspeed = 2 /obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver() return /obj/item/weapon/weldingtool/mini name = "emergency welding tool" desc = "A miniature welder used during emergencies." icon_state = "miniwelder" max_fuel = 10 w_class = 1 materials = list(MAT_METAL=30, MAT_GLASS=10) change_icons = 0 /obj/item/weapon/weldingtool/mini/flamethrower_screwdriver() return /obj/item/weapon/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/weapon/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 = 2 //Proc to make the experimental welder generate fuel, optimized as fuck -Sieve //i don't think this is actually used, yaaaaay -Pete /obj/item/weapon/weldingtool/experimental/proc/fuel_gen() if(!welding && !last_gen) last_gen = 1 reagents.add_reagent("welding_fuel",1) spawn(10) last_gen = 0 /obj/item/weapon/weldingtool/experimental/process() ..() if(reagents.total_volume < max_fuel) fuel_gen() /* * Crowbar */ /obj/item/weapon/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" flags = CONDUCT slot_flags = SLOT_BELT force = 5 throwforce = 7 w_class = 2 materials = list(MAT_METAL=50) origin_tech = "engineering=1;combat=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") toolspeed = 1 /obj/item/weapon/crowbar/suicide_act(mob/user) user.visible_message("[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.") playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) return (BRUTELOSS) /obj/item/weapon/crowbar/red icon_state = "crowbar_red" force = 8 /obj/item/weapon/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 = 3 throw_speed = 3 throw_range = 3 materials = list(MAT_METAL=70) icon_state = "crowbar_large" item_state = "crowbar" toolspeed = 2 /obj/item/weapon/crowbar/cyborg name = "hydraulic crowbar" desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs." icon = 'icons/obj/items_cyborg.dmi' force = 10 toolspeed = 2