Updates Tools

Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
This commit is contained in:
Neerti
2017-08-03 04:49:23 -04:00
parent aa4729478b
commit 99eb6f9404
169 changed files with 901 additions and 511 deletions

View File

@@ -25,7 +25,7 @@
I.loc = src
update_icon()
/obj/structure/bookcase/attackby(obj/O as obj, mob/user as mob)
/obj/structure/bookcase/attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/book))
user.drop_item()
O.loc = src
@@ -37,13 +37,13 @@
else
name = ("bookcase ([newname])")
else if(istype(O,/obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(loc, O.usesound, 100, 1)
user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
anchored = !anchored
else if(istype(O,/obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
playsound(loc, O.usesound, 75, 1)
user << "<span class='notice'>You begin dismantling \the [src].</span>"
if(do_after(user,25))
if(do_after(user,25 * O.toolspeed))
user << "<span class='notice'>You dismantle \the [src].</span>"
new /obj/item/stack/material/wood(get_turf(src), 3)
for(var/obj/item/weapon/book/b in contents)