/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" 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" 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/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" 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' 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 /obj/item/crowbar/power/get_all_tool_behaviours() return list(TOOL_CROWBAR, TOOL_WIRECUTTER) /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)) /* * 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 ? TOOL_WIRECUTTER : TOOL_CROWBAR) if(user) balloon_alert(user, "attached [active ? "cutting" : "prying"]") playsound(src, 'sound/items/tools/change_jaws.ogg', 50, TRUE) if(tool_behaviour == TOOL_CROWBAR) 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 /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 force_opens = TRUE /obj/item/crowbar/power/examine() . = ..() . += " It's fitted with a [tool_behaviour == TOOL_CROWBAR ? "prying" : "cutting"] head." /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/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 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' w_class = WEIGHT_CLASS_HUGE slot_flags = NONE toolspeed = 1.25 armor_type = /datum/armor/crowbar_mechremoval resistance_flags = FIRE_PROOF bare_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 if(!LAZYLEN(mech.occupants) || (LAZYLEN(mech.occupants) == 1 && mech.mecha_flags & SILICON_PILOT)) //if no occupants, or only an ai mech.balloon_alert(user, "it's empty!") return user.log_message("tried to pry open [mech], located at [loc_name(mech)], which is currently occupied by [mech.occupants.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.balloon_alert(user, "interrupted!") return user.log_message("pried open [mech], located at [loc_name(mech)], which is currently occupied by [mech.occupants.Join(", ")].", LOG_ATTACK) for(var/mob/living/occupant as anything in mech.occupants) if(isAI(occupant)) continue mech.mob_exit(occupant, randomstep = TRUE) playsound(mech, 'sound/machines/airlock/airlockforced.ogg', 75, TRUE) /obj/item/crowbar/mechremoval/proc/extra_checks(obj/vehicle/sealed/mecha/mech, mech_dir) return HAS_TRAIT(src, TRAIT_WIELDED) && LAZYLEN(mech.occupants) && mech.dir == mech_dir