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## 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
141 lines
5.3 KiB
Plaintext
141 lines
5.3 KiB
Plaintext
/obj/item/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'icons/obj/tools.dmi'
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icon_state = "wrench"
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inhand_icon_state = "wrench"
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worn_icon_state = "wrench"
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icon_angle = -135
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 5
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throwforce = 7
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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/tools/ratchet.ogg'
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operating_sound = list('sound/items/tools/ratchet_fast.ogg', 'sound/items/tools/ratchet_slow.ogg')
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*1.5)
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drop_sound = 'sound/items/handling/tools/wrench_drop.ogg'
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pickup_sound = 'sound/items/handling/tools/wrench_pickup.ogg'
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "whacks")
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attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
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tool_behaviour = TOOL_WRENCH
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toolspeed = 1
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armor_type = /datum/armor/item_wrench
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/datum/armor/item_wrench
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fire = 50
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acid = 30
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/obj/item/wrench/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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/obj/item/wrench/suicide_act(mob/living/user)
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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!"))
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playsound(loc, 'sound/items/weapons/genhit.ogg', 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/wrench/abductor
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name = "alien wrench"
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desc = "A polarized wrench. It causes anything placed between the jaws to turn."
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icon = 'icons/obj/antags/abductor.dmi'
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inside_belt_icon_state = "wrench_alien"
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icon_angle = -135
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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)
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usesound = 'sound/effects/empulse.ogg'
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toolspeed = 0.1
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/obj/item/wrench/medical
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name = "medical wrench"
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desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
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icon_state = "wrench_medical"
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inhand_icon_state = "wrench_medical"
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force = 2 //MEDICAL
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throwforce = 4
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attack_verb_continuous = list("heals", "medicals", "taps", "pokes", "analyzes") //"cobbyed"
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attack_verb_simple = list("heal", "medical", "tap", "poke", "analyze")
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///var to hold the name of the person who suicided
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var/suicider
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/obj/item/wrench/medical/examine(mob/user)
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. = ..()
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if(suicider)
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. += span_notice("For some reason, it reminds you of [suicider].")
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/obj/item/wrench/medical/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!"))
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user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off
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user.set_light_color(COLOR_VERY_SOFT_YELLOW)
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user.set_light(2)
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user.add_overlay(mutable_appearance('icons/mob/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)
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// Let the sound effect finish playing
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add_fingerprint(user)
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sleep(2 SECONDS)
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if(!user)
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return
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for(var/obj/item/suicide_wrench in user)
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user.dropItemToGround(suicide_wrench)
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suicider = user.real_name
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user.dust()
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return OXYLOSS
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/obj/item/wrench/cyborg
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name = "hydraulic wrench"
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desc = "An advanced robotic wrench, powered by internal hydraulics. Twice as fast as the handheld version."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "toolkit_engiborg_wrench"
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icon_angle = 0
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toolspeed = 0.5
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/obj/item/wrench/combat
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name = "combat wrench"
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desc = "It's like a normal wrench but edgier. Can be found on the battlefield."
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icon_state = "wrench_combat"
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inhand_icon_state = "wrench_combat"
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inside_belt_icon_state = "wrench_combat"
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icon_angle = -90
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attack_verb_continuous = list("devastates", "brutalizes", "commits a war crime against", "obliterates", "humiliates")
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attack_verb_simple = list("devastate", "brutalize", "commit a war crime against", "obliterate", "humiliate")
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tool_behaviour = null
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/obj/item/wrench/combat/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = 6, \
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throwforce_on = 8, \
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hitsound_on = hitsound, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Gives it wrench behaviors when active.
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*/
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/obj/item/wrench/combat/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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tool_behaviour = active ? TOOL_WRENCH : initial(tool_behaviour)
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if(user)
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balloon_alert(user, "[name] [active ? "active, woe!":"restrained"]")
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playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 5, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/wrench/bolter
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name = "bolter wrench"
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desc = "A wrench designed to grab into airlock's bolting system and raise it regardless of the airlock's power status."
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icon_state = "bolter_wrench"
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inhand_icon_state = "bolter_wrench"
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icon_angle = -90
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w_class = WEIGHT_CLASS_NORMAL
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