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* update_icon() improvements Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state(). The rest of obj/item fuck it * Suggested fixes, also passes the linter * I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON * Actually this is better * Signilzes datum/action to update its icon when its connected item does.
86 lines
3.0 KiB
Plaintext
86 lines
3.0 KiB
Plaintext
/obj/item/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'icons/obj/tools.dmi'
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icon_state = "cutters_map"
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item_state = "cutters"
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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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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 6
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throw_speed = 3
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throw_range = 7
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron=80)
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attack_verb = list("pinched", "nipped")
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hitsound = 'sound/items/wirecutter.ogg'
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usesound = 'sound/items/wirecutter.ogg'
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drop_sound = 'sound/items/handling/wirecutter_drop.ogg'
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pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg'
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tool_behaviour = TOOL_WIRECUTTER
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toolspeed = 1
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
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var/random_color = TRUE
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var/static/list/wirecutter_colors = list(
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"blue" = "#1861d5",
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"red" = "#951710",
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"pink" = "#d5188d",
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"brown" = "#a05212",
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"green" = "#0e7f1b",
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"cyan" = "#18a2d5",
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"yellow" = "#d58c18"
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)
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/obj/item/wirecutters/Initialize()
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. = ..()
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if(random_color) //random colors!
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icon_state = "cutters"
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var/our_color = pick(wirecutter_colors)
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add_atom_colour(wirecutter_colors[our_color], FIXED_COLOUR_PRIORITY)
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update_icon()
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/obj/item/wirecutters/update_overlays()
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. = ..()
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if(!random_color) //icon override
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return
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var/mutable_appearance/base_overlay = mutable_appearance(icon, "cutters_cutty_thingy")
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base_overlay.appearance_flags = RESET_COLOR
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. += base_overlay
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/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user)
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if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/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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return
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else if(istype(C) && C.has_status_effect(STATUS_EFFECT_CHOKINGSTRAND))
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to_chat(C, "<span class='notice'>You attempt to remove the durathread strand from around your neck.</span>")
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if(do_after(user, 15, null, C))
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to_chat(C, "<span class='notice'>You succesfuly remove the durathread strand.</span>")
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C.remove_status_effect(STATUS_EFFECT_CHOKINGSTRAND)
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else
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..()
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/obj/item/wirecutters/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, usesound, 50, TRUE, -1)
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return (BRUTELOSS)
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/obj/item/wirecutters/abductor
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name = "alien wirecutters"
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desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cutters"
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toolspeed = 0.1
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random_color = FALSE
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/obj/item/wirecutters/cyborg
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name = "powered wirecutters"
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desc = "Cuts wires with the power of ELECTRICITY. Faster than normal wirecutters."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "wirecutters_cyborg"
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toolspeed = 0.5
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random_color = FALSE
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