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## About The Pull Request Removes some boilerplate from transforming component, uses traits in a similar way to the two-handed component Also fixes #74955 (If it's still broken?) ## Why It's Good For The Game Makes it a bit cleaner to work with. Cause I wanna do something with this in the future maybe. ## Changelog 🆑 Melbert fix: Fixed e-cutlasses and bananium swords having invisible inhands code: Removed boilerplate from transforming component /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
229 lines
8.9 KiB
Plaintext
229 lines
8.9 KiB
Plaintext
/obj/item/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/tools.dmi'
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icon_state = "crowbar"
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inhand_icon_state = "crowbar"
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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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usesound = 'sound/items/crowbar.ogg'
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flags_1 = CONDUCT_1
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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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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
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drop_sound = 'sound/items/handling/crowbar_drop.ogg'
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pickup_sound = 'sound/items/handling/crowbar_pickup.ogg'
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attack_verb_continuous = list("attacks", "bashes", "batters", "bludgeons", "whacks")
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attack_verb_simple = list("attack", "bash", "batter", "bludgeon", "whack")
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tool_behaviour = TOOL_CROWBAR
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toolspeed = 1
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armor_type = /datum/armor/item_crowbar
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var/force_opens = FALSE
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/datum/armor/item_crowbar
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fire = 50
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acid = 30
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/obj/item/crowbar/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/crowbar/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/weapons/genhit.ogg', 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/crowbar/red
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icon_state = "crowbar_red"
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inhand_icon_state = "crowbar_red"
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force = 8
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/obj/item/crowbar/abductor
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name = "alien crowbar"
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desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
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icon = 'icons/obj/abductor.dmi'
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usesound = 'sound/weapons/sonic_jackhammer.ogg'
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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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icon_state = "crowbar"
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belt_icon_state = "crowbar_alien"
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toolspeed = 0.1
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/obj/item/crowbar/large
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name = "large crowbar"
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desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big."
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force = 12
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 3
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7)
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icon_state = "crowbar_large"
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worn_icon_state = "crowbar"
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toolspeed = 0.7
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/obj/item/crowbar/large/emergency
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name = "emergency crowbar"
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desc = "It's a bulky crowbar. It almost seems deliberately designed to not be able to fit inside of a backpack."
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/crowbar/large/heavy //from space ruin
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name = "heavy crowbar"
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desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big. It feels oddly heavy.."
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force = 20
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icon_state = "crowbar_powergame"
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inhand_icon_state = "crowbar_red"
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/obj/item/crowbar/large/old
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name = "old crowbar"
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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."
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throwforce = 10
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throw_speed = 2
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/obj/item/crowbar/large/old/Initialize(mapload)
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. = ..()
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if(prob(50))
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icon_state = "crowbar_powergame"
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/obj/item/crowbar/power
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name = "jaws of life"
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desc = "A set of jaws of life, compressed through the magic of science."
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icon_state = "jaws"
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inhand_icon_state = "jawsoflife"
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worn_icon_state = "jawsoflife"
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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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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)
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usesound = 'sound/items/jaws_pry.ogg'
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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force_opens = TRUE
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/// Used on Initialize, how much time to cut cable restraints and zipties.
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var/snap_time_weak_handcuffs = 0 SECONDS
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/// Used on Initialize, how much time to cut real handcuffs. Null means it can't.
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var/snap_time_strong_handcuffs = 0 SECONDS
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/obj/item/crowbar/power/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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inhand_icon_change = 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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* Toggles between crowbar and wirecutters and gives feedback to the user.
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*/
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/obj/item/crowbar/power/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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tool_behaviour = (active ? TOOL_WIRECUTTER : TOOL_CROWBAR)
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if(user)
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balloon_alert(user, "attached [active ? "cutting" : "prying"]")
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playsound(src, 'sound/items/change_jaws.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_CROWBAR)
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RemoveElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs)
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else
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AddElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/crowbar/power/syndicate
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name = "Syndicate jaws of life"
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desc = "A pocket sized re-engineered copy of Nanotrasen's standard jaws of life. Can be used to force open airlocks in its crowbar configuration."
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icon_state = "jaws_syndie"
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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force_opens = TRUE
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/obj/item/crowbar/power/examine()
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. = ..()
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. += " It's fitted with a [tool_behaviour == TOOL_CROWBAR ? "prying" : "cutting"] head."
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/obj/item/crowbar/power/suicide_act(mob/living/user)
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if(tool_behaviour == TOOL_CROWBAR)
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user.visible_message(span_suicide("[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(loc, 'sound/items/jaws_pry.ogg', 50, TRUE, -1)
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else
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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!"))
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playsound(loc, 'sound/items/jaws_cut.ogg', 50, TRUE, -1)
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if(iscarbon(user))
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var/mob/living/carbon/suicide_victim = user
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var/obj/item/bodypart/target_bodypart = suicide_victim.get_bodypart(BODY_ZONE_HEAD)
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if(target_bodypart)
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target_bodypart.drop_limb()
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playsound(loc, SFX_DESECRATION, 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/crowbar/cyborg
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name = "hydraulic crowbar"
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desc = "A hydraulic prying tool, simple but powerful."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "crowbar_cyborg"
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worn_icon_state = "crowbar"
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usesound = 'sound/items/jaws_pry.ogg'
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force = 10
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toolspeed = 0.5
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/obj/item/crowbar/mechremoval
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name = "mech removal tool"
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desc = "A... really big crowbar. You're pretty sure it could pry open a mech, but it seems unwieldy otherwise."
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icon_state = "mechremoval0"
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base_icon_state = "mechremoval"
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inhand_icon_state = null
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icon = 'icons/obj/mechremoval.dmi'
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w_class = WEIGHT_CLASS_HUGE
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slot_flags = NONE
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toolspeed = 1.25
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armor_type = /datum/armor/crowbar_mechremoval
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resistance_flags = FIRE_PROOF
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bare_wound_bonus = 15
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wound_bonus = 10
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/datum/armor/crowbar_mechremoval
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bomb = 100
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fire = 100
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/obj/item/crowbar/mechremoval/Initialize(mapload)
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. = ..()
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transform = transform.Translate(0, -8)
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AddComponent(/datum/component/two_handed, force_unwielded = 5, force_wielded = 19, icon_wielded = "[base_icon_state]1")
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/obj/item/crowbar/mechremoval/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/obj/item/crowbar/mechremoval/proc/empty_mech(obj/vehicle/sealed/mecha/mech, mob/user)
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if(!HAS_TRAIT(src, TRAIT_WIELDED))
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mech.balloon_alert(user, "not wielded!")
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return
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if(!LAZYLEN(mech.occupants) || (LAZYLEN(mech.occupants) == 1 && mech.mecha_flags & SILICON_PILOT)) //if no occupants, or only an ai
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mech.balloon_alert(user, "it's empty!")
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return
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user.log_message("tried to pry open [mech], located at [loc_name(mech)], which is currently occupied by [mech.occupants.Join(", ")].", LOG_ATTACK)
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var/mech_dir = mech.dir
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mech.balloon_alert(user, "prying open...")
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playsound(mech, 'sound/machines/airlock_alien_prying.ogg', 100, TRUE)
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if(!use_tool(mech, user, mech.enclosed ? 5 SECONDS : 3 SECONDS, volume = 0, extra_checks = CALLBACK(src, PROC_REF(extra_checks), mech, mech_dir)))
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mech.balloon_alert(user, "interrupted!")
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return
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user.log_message("pried open [mech], located at [loc_name(mech)], which is currently occupied by [mech.occupants.Join(", ")].", LOG_ATTACK)
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for(var/mob/living/occupant as anything in mech.occupants)
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if(isAI(occupant))
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continue
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mech.mob_exit(occupant, randomstep = TRUE)
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playsound(mech, 'sound/machines/airlockforced.ogg', 75, TRUE)
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/obj/item/crowbar/mechremoval/proc/extra_checks(obj/vehicle/sealed/mecha/mech, mech_dir)
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return HAS_TRAIT(src, TRAIT_WIELDED) && LAZYLEN(mech.occupants) && mech.dir == mech_dir
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