// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm #define TOOL_CROWBAR "crowbar" #define TOOL_MULTITOOL "multitool" #define TOOL_SCREWDRIVER "screwdriver" #define TOOL_WIRECUTTER "cutters" #define TOOL_WRENCH "wrench" #define TOOL_WELDER "welder" #define TOOL_ANALYZER "analyzer" #define TOOL_MINING "mining" #define TOOL_SHOVEL "shovel" #define TOOL_RETRACTOR "retractor" #define TOOL_HEMOSTAT "hemostat" #define TOOL_CAUTERY "cautery" #define TOOL_DRILL "drill" #define TOOL_SCALPEL "scalpel" #define TOOL_SAW "saw" #define TOOL_BONESET "bonesetter" #define TOOL_KNIFE "knife" #define TOOL_BLOODFILTER "bloodfilter" #define TOOL_ROLLINGPIN "rolling pin" /// Can be used to scrape rust off an any atom; which will result in the Rust Component being qdel'd #define TOOL_RUSTSCRAPER "rustscraper" // If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY, // tool sound is only played when op is started. If not, it's played twice. #define MIN_TOOL_SOUND_DELAY 20 #define MIN_TOOL_OPERATING_DELAY 40 //minimum delay for operating sound. Prevent overlaps and overhand sound. /// Return when an item interaction is successful. /// This cancels the rest of the chain entirely and indicates success. #define ITEM_INTERACT_SUCCESS (1<<0) // Same as TRUE, as most tool (legacy) tool acts return TRUE on success /// Return to prevent the rest of the attack chain from being executed / preventing the item user from thwacking the target. /// Similar to [ITEM_INTERACT_SUCCESS], but does not necessarily indicate success. #define ITEM_INTERACT_BLOCKING (1<<1) /// Only for people who get confused by the naming scheme #define ITEM_INTERACT_FAILURE ITEM_INTERACT_BLOCKING /// Return to skip the rest of the interaction chain, going straight to attack. #define ITEM_INTERACT_SKIP_TO_ATTACK (1<<2) /// Combination flag for any item interaction that blocks the rest of the attack chain #define ITEM_INTERACT_ANY_BLOCKER (ITEM_INTERACT_SUCCESS | ITEM_INTERACT_BLOCKING) /// How many seconds between each fuel depletion tick ("use" proc) #define TOOL_FUEL_BURN_INTERVAL 5 ///This is a number I got by quickly searching up the temperature to melt iron/glass, though not really realistic. ///This is used for places where lighters should not be hot enough to be used as a welding tool on. #define HIGH_TEMPERATURE_REQUIRED 1500 /** * A helper for checking if an item interaction should be skipped. * This is only used explicitly because some interactions may not want to ever be skipped. */ #define SHOULD_SKIP_INTERACTION(target, item, user) (HAS_TRAIT(target, TRAIT_COMBAT_MODE_SKIP_INTERACTION) && user.combat_mode)