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Bubberstation/code/game/objects/items/weapons/tools.dm

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/* Tools!
* Note: Multitools are /obj/item/device
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
*/
/*
* Wrench
*/
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'icons/obj/items.dmi'
icon_state = "wrench"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 150
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/items.dmi'
icon_state = "screwdriver"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
g_amt = 0
m_amt = 75
attack_verb = list("stabbed")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.</b>")
return(BRUTELOSS)
/obj/item/weapon/screwdriver/New()
switch(pick("red","blue","purple","brown","green","cyan","yellow"))
if ("red")
icon_state = "screwdriver2"
item_state = "screwdriver"
if ("blue")
icon_state = "screwdriver"
item_state = "screwdriver_blue"
if ("purple")
icon_state = "screwdriver3"
item_state = "screwdriver_purple"
if ("brown")
icon_state = "screwdriver4"
item_state = "screwdriver_brown"
if ("green")
icon_state = "screwdriver5"
item_state = "screwdriver_green"
if ("cyan")
icon_state = "screwdriver6"
item_state = "screwdriver_cyan"
if ("yellow")
icon_state = "screwdriver7"
item_state = "screwdriver_yellow"
if (prob(75))
src.pixel_y = rand(0, 16)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M)) return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/*
* Wirecutters
*/
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/items.dmi'
icon_state = "cutters"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
m_amt = 80
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
/obj/item/weapon/wirecutters/New()
if(prob(50))
icon_state = "cutters-y"
item_state = "cutters_yellow"
/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
C.handcuffed.loc = null //garbage collector awaaaaay
C.handcuffed = null
C.update_inv_handcuffed(0)
return
else
..()
/*
* Welding Tool
*/
/obj/item/weapon/weldingtool
name = "welding tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = 2
m_amt = 70
g_amt = 30
origin_tech = "engineering=1"
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
/obj/item/weapon/weldingtool/New()
create_reagents(max_fuel)
reagents.add_reagent("fuel", max_fuel)
/obj/item/weapon/weldingtool/examine()
set src in usr
usr << "[src] \icon[src] contains [get_fuel()]/[max_fuel] units of fuel!"
/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
flamethrower_screwdriver(I, user)
if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
..()
/obj/item/weapon/weldingtool/process()
switch(welding)
if(0)
if(icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called
force = 3
damtype = "brute"
icon_state = "welder"
welding = 0
processing_objects.Remove(src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
if(icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called
force = 15
damtype = "fire"
icon_state = "welder1"
if(prob(5))
remove_fuel(1)
//This is to start fires. process() is only called if the welder is on.
var/turf/location = loc
if(ismob(location))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = get_turf(M)
if(isturf(location))
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/afterattack(obj/O, mob/user)
if(istype(O, /obj/structure/reagent_dispensers/fueltank) && in_range(src, O))
if(!welding)
O.reagents.trans_to(src, max_fuel)
user << "<span class='notice'>[src] refueled.</span>"
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "<span class='warning'>That was stupid of you.</span>"
explosion(O.loc, -1, 0, 2)
if(O)
del(O)
return
if(welding)
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
/obj/item/weapon/weldingtool/attack_self(mob/user)
toggle(user)
//Returns the amount of fuel in the welder
/obj/item/weapon/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("fuel")
//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
/obj/item/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/M = null)
if(!welding || !check_fuel())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_fuel()
if(M)
eyecheck(M)
return 1
else
if(M)
M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return 0
//Returns whether or not the welding tool is currently on.
/obj/item/weapon/weldingtool/proc/isOn()
return welding
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weapon/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
toggle(user, 1)
//mob icon update
if(ismob(loc))
var/mob/M = loc
if(M.r_hand == src)
M.update_inv_r_hand(0)
else if(M.l_hand == src)
M.update_inv_l_hand(0)
return 0
return 1
//Toggles the welder off and on
/obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0)
if(!status)
return
welding = !welding
if(welding)
if(remove_fuel(1))
user << "<span class='notice'>You switch [src] on.</span>"
force = 15
damtype = "fire"
icon_state = "welder1"
processing_objects.Add(src)
else
user << "<span class='notice'>Need more fuel.</span>"
welding = 0
else
if(!message)
user << "<span class='notice'>You switch [src] off.</span>"
else
user << "<span class='notice'>[src] shuts off!</span>"
force = 3
damtype = "brute"
icon_state = "welder"
welding = 0
//Decides whether or not to damage a player's eyes based on what they're wearing as protection
//Note: This should probably be moved to mob
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user)
if(!iscarbon(user))
return 1
var/mob/living/carbon/C = user
var/safety = C.eyecheck()
switch(safety)
if(1)
usr << "<span class='warning'>Your eyes sting a little.</span>"
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3, 6)
if(0)
usr << "<span class='warning'>Your eyes burn.</span>"
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += rand(4, 10)
if(-1)
usr << "<span class='warning'>Your thermals intensify the welder's glow. Your eyes itch and burn severely!</span>"
user.eye_blurry += rand(12, 20)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
if (prob(user.eye_stat - 25 + 1))
user << "<span class='warning'>You go blind!</span>"
user.sdisabilities |= BLIND
else if(prob(user.eye_stat - 15 + 1))
user << "<span class='warning'>You go blind!</span>"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
/obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
user << "<span class='notice'>Turn it off first.</span>"
return
status = !status
if(status)
user << "<span class='notice'>You resecure [src].</span>"
else
user << "<span class='notice'>[src] can now be attached and modified.</span>"
add_fingerprint(user)
/obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
if(!status)
var/obj/item/stack/rods/R = I
R.use(1)
var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc)
user.drop_from_inventory(src)
loc = F
F.weldtool = src
add_fingerprint(user)
user.put_in_hands(F)
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
max_fuel = 40
m_amt = 70
g_amt = 60
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/largetank/cyborg
/obj/item/weapon/weldingtool/largetank/cyborg/flamethrower_screwdriver()
return
/obj/item/weapon/weldingtool/largetank/cyborg/flamethrower_rods()
return
/obj/item/weapon/weldingtool/hugetank
name = "upgraded welding tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
max_fuel = 40
w_class = 3.0
m_amt = 70
g_amt = 120
origin_tech = "engineering=4;plasma=3"
icon_state = "ewelder"
var/last_gen = 0
//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
//i don't think this is actually used, yaaaaay -Pete
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()
var/gen_amount = (world.time - last_gen) / 25
reagents += gen_amount
if(reagents > max_fuel)
reagents = max_fuel
/*
* Crowbar
*/
/obj/item/weapon/crowbar
name = "crowbar"
desc = "Used to hit floors"
icon = 'icons/obj/items.dmi'
icon_state = "crowbar"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
m_amt = 50
origin_tech = "engineering=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
/obj/item/weapon/crowbar/red
icon = 'icons/obj/items.dmi'
icon_state = "red_crowbar"
item_state = "crowbar_red"