mirror of
https://github.com/Bubberstation/Bubberstation.git
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Remove eye stat damage from flashbang's bang() proc (eye damage is already handled in carbon/flash_eyes()) Changed many flash producing effect to affect all carbons instead of only humans. The experimental weldingtool now produces less light than regular welding tool and can be used safely with only sunglasses.
479 lines
14 KiB
Plaintext
479 lines
14 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/* Tools!
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* Note: Multitools are /obj/item/device
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*
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* Contains:
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* Wrench
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* Screwdriver
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* Wirecutters
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* Welding Tool
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* Crowbar
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*/
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/*
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* Wrench
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*/
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/obj/item/weapon/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/items.dmi'
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icon_state = "wrench"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 7
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w_class = 2
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materials = list(MAT_METAL=150)
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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/obj/item/weapon/wrench/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.</span>")
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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return (BRUTELOSS)
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/*
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* Screwdriver
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*/
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/obj/item/weapon/screwdriver
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name = "screwdriver"
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desc = "You can be totally screwy with this."
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icon = 'icons/obj/items.dmi'
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icon_state = "screwdriver"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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w_class = 1
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=75)
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attack_verb = list("stabbed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/screwdriver/suicide_act(mob/user)
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user.visible_message(pick("<span class='suicide'>[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.</span>", \
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"<span class='suicide'>[user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.</span>"))
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return(BRUTELOSS)
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/obj/item/weapon/screwdriver/New(loc, var/param_color = null)
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if(!param_color)
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param_color = pick("red","blue","purple","brown","green","cyan","yellow")
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switch(param_color)
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if ("red")
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icon_state = "screwdriver2"
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item_state = "screwdriver"
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if ("blue")
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icon_state = "screwdriver"
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item_state = "screwdriver_blue"
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if ("purple")
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icon_state = "screwdriver3"
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item_state = "screwdriver_purple"
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if ("brown")
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icon_state = "screwdriver4"
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item_state = "screwdriver_brown"
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if ("green")
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icon_state = "screwdriver5"
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item_state = "screwdriver_green"
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if ("cyan")
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icon_state = "screwdriver6"
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item_state = "screwdriver_cyan"
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if ("yellow")
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icon_state = "screwdriver7"
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item_state = "screwdriver_yellow"
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if (prob(75))
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src.pixel_y = rand(0, 16)
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return
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(!istype(M)) return ..()
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if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
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return ..()
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if(user.disabilities & CLUMSY && prob(50))
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M = user
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return eyestab(M,user)
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/*
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* Wirecutters
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*/
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/obj/item/weapon/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'icons/obj/items.dmi'
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icon_state = "cutters"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 6.0
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throw_speed = 3
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throw_range = 7
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w_class = 2.0
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materials = list(MAT_METAL=80)
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("pinched", "nipped")
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hitsound = 'sound/items/Wirecutter.ogg'
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/obj/item/weapon/wirecutters/New(loc, var/param_color = null)
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..()
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if((!param_color && prob(50)) || param_color == "yellow")
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icon_state = "cutters-y"
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item_state = "cutters_yellow"
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/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
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if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
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user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
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qdel(C.handcuffed)
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C.handcuffed = null
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if(C.buckled && C.buckled.buckle_requires_restraints)
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C.buckled.unbuckle_mob()
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C.update_inv_handcuffed(0)
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return
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else
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..()
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/obj/item/weapon/wirecutters/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is cutting at \his arteries with the [src.name]! It looks like \he's trying to commit suicide.</span>")
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1, -1)
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return (BRUTELOSS)
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/*
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* Welding Tool
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*/
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/obj/item/weapon/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by NanoTrasen."
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icon = 'icons/obj/items.dmi'
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icon_state = "welder"
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item_state = "welder"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 3
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throwforce = 5
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hitsound = "swing_hit"
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throw_speed = 3
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throw_range = 5
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w_class = 2
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materials = list(MAT_METAL=70, MAT_GLASS=30)
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origin_tech = "engineering=1"
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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var/change_icons = 1
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var/can_off_process = 0
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var/light_intensity = 2 //how powerful the emitted light is when used.
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/obj/item/weapon/weldingtool/New()
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..()
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create_reagents(max_fuel)
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reagents.add_reagent("welding_fuel", max_fuel)
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update_icon()
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return
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/obj/item/weapon/weldingtool/proc/update_torch()
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overlays.Cut()
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if(welding)
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overlays += "[initial(icon_state)]-on"
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item_state = "[initial(item_state)]1"
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else
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item_state = "[initial(item_state)]"
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/obj/item/weapon/weldingtool/update_icon()
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if(change_icons)
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var/ratio = get_fuel() / max_fuel
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ratio = Ceiling(ratio*4) * 25
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if(ratio == 100)
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icon_state = initial(icon_state)
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else
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icon_state = "[initial(icon_state)][ratio]"
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update_torch()
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return
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/obj/item/weapon/weldingtool/examine(mob/user)
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..()
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user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
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/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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flamethrower_screwdriver(I, user)
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if(istype(I, /obj/item/stack/rods))
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flamethrower_rods(I, user)
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..()
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/obj/item/weapon/weldingtool/attack(mob/living/carbon/human/H, mob/user)
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if(!istype(H))
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return ..()
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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if(affecting.status == ORGAN_ROBOTIC && user.a_intent != "harm")
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if(src.remove_fuel(1))
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playsound(loc, 'sound/items/Welder.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.getDisplayName()].</span>", "<span class='notice'>You start fixing some of the dents on [H]'s [affecting.getDisplayName()].</span>")
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if(!do_mob(user, H, 50)) return
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item_heal_robotic(H, user, 5, 0)
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return
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else
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return
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else
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return ..()
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/obj/item/weapon/weldingtool/process()
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switch(welding)
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if(0)
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force = 3
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damtype = "brute"
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update_icon()
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if(!can_off_process)
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SSobj.processing.Remove(src)
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return
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//Welders left on now use up fuel, but lets not have them run out quite that fast
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if(1)
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force = 15
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damtype = "fire"
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if(prob(5))
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remove_fuel(1)
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update_icon()
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//This is to start fires. process() is only called if the welder is on.
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var/turf/location = loc
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if(ismob(location))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = get_turf(M)
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if(isturf(location))
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location.hotspot_expose(700, 5)
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/obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity)
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if(!proximity) return
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if(istype(O, /obj/structure/reagent_dispensers/fueltank) && in_range(src, O))
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if(!welding)
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O.reagents.trans_to(src, max_fuel)
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user << "<span class='notice'>[src] refueled.</span>"
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playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
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update_icon()
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return
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else
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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log_game("[key_name(user)] triggered a fueltank explosion.")
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user << "<span class='warning'>That was stupid of you.</span>"
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O.ex_act()
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return
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if(welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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location.hotspot_expose(700, 50, 1)
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if(isliving(O))
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var/mob/living/L = O
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L.IgniteMob()
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/obj/item/weapon/weldingtool/attack_self(mob/user)
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toggle(user)
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update_icon()
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//Returns the amount of fuel in the welder
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("welding_fuel")
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//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()
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/obj/item/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null)
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if(!welding || !check_fuel())
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("welding_fuel", amount)
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check_fuel()
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if(M)
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M.flash_eyes(light_intensity)
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return 1
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else
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if(M)
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M << "<span class='warning'>You need more welding fuel to complete this task!</span>"
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return 0
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//Returns whether or not the welding tool is currently on.
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/obj/item/weapon/weldingtool/proc/isOn()
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return welding
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//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
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/obj/item/weapon/weldingtool/proc/check_fuel(mob/user)
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if(get_fuel() <= 0 && welding)
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toggle(user, 1)
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update_icon()
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//mob icon update
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_r_hand(0)
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M.update_inv_l_hand(0)
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return 0
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return 1
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//Toggles the welder off and on
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/obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0)
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if(!status)
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user << "<span class='warning'>[src] can't be turned on while unsecured!</span>"
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return
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welding = !welding
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if(welding)
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if(get_fuel() >= 1)
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user << "<span class='notice'>You switch [src] on.</span>"
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force = 15
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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update_icon()
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SSobj.processing |= src
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else
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user << "<span class='warning'>You need more fuel!</span>"
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welding = 0
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else
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if(!message)
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user << "<span class='notice'>You switch [src] off.</span>"
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else
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user << "<span class='warning'>[src] shuts off!</span>"
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force = 3
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damtype = "brute"
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hitsound = "swing_hit"
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update_icon()
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/obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
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if(welding)
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user << "<span class='warning'>Turn it off first!</span>"
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return
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status = !status
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if(status)
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user << "<span class='notice'>You resecure [src].</span>"
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else
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user << "<span class='notice'>[src] can now be attached and modified.</span>"
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add_fingerprint(user)
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/obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
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if(!status)
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var/obj/item/stack/rods/R = I
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if (R.use(1))
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var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc)
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if(!remove_item_from_storage(F))
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user.unEquip(src)
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loc = F
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F.weldtool = src
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add_fingerprint(user)
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user << "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>"
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user.put_in_hands(F)
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else
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user << "<span class='warning'>You need one rod to start building a flamethrower!</span>"
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return
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/obj/item/weapon/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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max_fuel = 40
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materials = list(MAT_GLASS=60)
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origin_tech = "engineering=2"
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/obj/item/weapon/weldingtool/largetank/cyborg
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/obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver()
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return
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/obj/item/weapon/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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max_fuel = 10
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w_class = 1
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materials = list(MAT_METAL=30, MAT_GLASS=10)
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change_icons = 0
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/obj/item/weapon/weldingtool/mini/flamethrower_screwdriver()
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return
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/obj/item/weapon/weldingtool/hugetank
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name = "upgraded industrial welding tool"
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desc = "An upgraded welder based of the industrial welder."
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icon_state = "upindwelder"
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item_state = "upindwelder"
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max_fuel = 80
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materials = list(MAT_METAL=70, MAT_GLASS=120)
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origin_tech = "engineering=3"
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/obj/item/weapon/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
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icon_state = "exwelder"
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item_state = "exwelder"
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max_fuel = 40
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materials = list(MAT_METAL=70, MAT_GLASS=120)
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origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=3"
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var/last_gen = 0
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change_icons = 0
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can_off_process = 1
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light_intensity = 1
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//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
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//i don't think this is actually used, yaaaaay -Pete
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/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()
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if(!welding && !last_gen)
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last_gen = 1
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reagents.add_reagent("welding_fuel",1)
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spawn(10)
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last_gen = 0
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/obj/item/weapon/weldingtool/experimental/process()
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..()
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if(reagents.total_volume < max_fuel)
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fuel_gen()
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/*
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* Crowbar
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*/
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/obj/item/weapon/crowbar
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name = "pocket crowbar"
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desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
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icon = 'icons/obj/items.dmi'
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icon_state = "crowbar"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 7
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item_state = "crowbar"
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w_class = 2
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materials = list(MAT_METAL=50)
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origin_tech = "engineering=1"
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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/obj/item/weapon/crowbar/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.</span>")
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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return (BRUTELOSS)
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/obj/item/weapon/crowbar/red
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icon_state = "red_crowbar"
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item_state = "crowbar_red"
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force = 8
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/obj/item/weapon/crowbar/large
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name = "crowbar"
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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"
|