Files
Nick 834245ecdb creates more deticated folders for tools and weaponry and move dm files into them (#94804)
## About The Pull Request
Hello hello the evil folder mover goat is back, i will destroy years
worth of muscle memory.

Items is an folder alot of stuff that really didn't get a spefific
location.

Items/Weaponry Contains
Shields.dm

Items/Weaponry/Melee Contains (Most of the extra dm files come from me
splitting misc/weaponry.dm into its own categories killing offf
weaponry.dm in its whole)
baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm,
dualsaber.dm, energy.dm
fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm,
misc.dm, powerfist.dm, sabre.dm
soulscythe.dm, spear.dm, supermatter_sword.dm.

Items/weaponry/ranged Contains
flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm

items/tools Contains
control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm,
theft_tools.dm

items/tools/engineering Contains
airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm,
screwdriver.dm, weldingtool.dm
wirebbrush.dm, wirecutters.dm, wrench.dm

items/tools/janitorial Contains
broom.dm, janitor_key.dm

items/tools/medical Contains
bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm

boxcutter.dm is merged into knives.dm
Kitchen.dm renamed into kitchen utensils and moved into food and drinks
module
surgery_tray.dm moved into surgery module
banhammer/extendo hand moved from weaponry into toys.dm
balloon mallet moved into clown_items.dm
ectoplasm moved from weaponry.dm into soulstone.dm (since thats the
resulting residue when a shade dies, and not really a weapon)


## Why It's Good For The Game

So things are way easier to navigate

## Changelog
2026-01-10 17:56:19 -05:00

413 lines
17 KiB
Plaintext

/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)