//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 many common uses. Can be usually found in your hand."
icon = 'icons/obj/items.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwwy with this."
icon = 'icons/obj/items.dmi'
icon_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
suicide_act(mob/user)
viewers(user) << pick("\The [user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.", \
"\The [user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.")
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) || user.a_intent == "help")
return ..()
if(user.zone_sel.selecting != O_EYES && user.zone_sel.selecting != BP_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 = CONDUCT
slot_flags = SLOT_BELT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
sharp = 1
edge = 1
/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 as mob, mob/user as mob)
if((C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/handcuffs/cable)))
usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
"You cut \the [C]'s restraints with \the [src]!",\
"You hear cable being cut.")
C.handcuffed = null
if(C.buckled && C.buckled.buckle_require_restraints)
C.buckled.unbuckle_mob()
C.update_inv_handcuffed()
return
else
..()
/*
* Welding Tool
*/
/obj/item/weapon/weldingtool
name = "welding tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
flags = CONDUCT
slot_flags = SLOT_BELT
//Amount of OUCH when it's thrown
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
//Welding tool specific stuff
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()
// var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
R.my_atom = src
R.add_reagent("fuel", max_fuel)
return
/obj/item/weapon/weldingtool/Destroy()
if(welding)
processing_objects -= src
..()
/obj/item/weapon/weldingtool/examine(mob/user)
if(..(user, 0))
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "Stop welding first!"
return
status = !status
if(status)
user << "You secure the welder."
else
user << "The welder can now be attached and modified."
src.add_fingerprint(user)
return
if((!status) && (istype(W,/obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
src.loc = F
F.weldtool = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.remove_from_mob(src)
else
user.remove_from_mob(src)
src.master = F
src.layer = initial(src.layer)
user.remove_from_mob(src)
if (user.client)
user.client.screen -= src
src.loc = F
src.add_fingerprint(user)
return
..()
return
/obj/item/weapon/weldingtool/process()
if(welding)
if(prob(5))
remove_fuel(1)
if(get_fuel() < 1)
setWelding(0)
//I'm not sure what this does. I assume it has to do with starting fires...
//...but it doesnt check to see if the welder is on or not.
var/turf/location = src.loc
if(istype(location, /mob/living))
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to_obj(src, max_fuel)
user << "Welder refueled"
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion with a welding tool.")
log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
user << "You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done."
var/obj/structure/reagent_dispensers/fueltank/tank = O
tank.explode()
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if(isliving(O))
var/mob/living/L = O
L.IgniteMob()
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
setWelding(!welding, usr)
return
//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(var/amount = 1, var/mob/M = null)
if(!welding)
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
if(M)
eyecheck(M)
return 1
else
if(M)
M << "You need more welding fuel to complete this task."
return 0
//Returns whether or not the welding tool is currently on.
/obj/item/weapon/weldingtool/proc/isOn()
return src.welding
/obj/item/weapon/weldingtool/update_icon()
..()
icon_state = welding ? "welder1" : "welder"
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
//so that the welding tool updates accordingly
/obj/item/weapon/weldingtool/proc/setWelding(var/set_welding, var/mob/M)
if(!status) return
var/turf/T = get_turf(src)
//If we're turning it on
if(set_welding && !welding)
if (get_fuel() > 0)
if(M)
M << "You switch the [src] on."
else if(T)
T.visible_message("\The [src] turns on.")
src.force = 15
src.damtype = "fire"
src.w_class = 4
welding = 1
update_icon()
processing_objects |= src
else
if(M)
M << "You need more welding fuel to complete this task."
return
//Otherwise
else if(!set_welding && welding)
processing_objects -= src
if(M)
M << "You switch \the [src] off."
else if(T)
T.visible_message("\The [src] turns off.")
src.force = 3
src.damtype = "brute"
src.w_class = initial(src.w_class)
src.welding = 0
update_icon()
//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 as mob)
if(!iscarbon(user)) return 1
var/safety = user:eyecheck()
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
if(!E)
return
switch(safety)
if(1)
usr << "Your eyes sting a little."
E.damage += rand(1, 2)
if(E.damage > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "Your eyes burn."
E.damage += rand(2, 4)
if(E.damage > 10)
E.damage += rand(4,10)
if(-1)
usr << "Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(safety<2)
if(E.damage > 10)
user << "Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
return
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
max_fuel = 40
origin_tech = list(TECH_ENGINEERING = 2)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
/obj/item/weapon/weldingtool/hugetank
name = "upgraded welding tool"
max_fuel = 80
w_class = 3.0
origin_tech = list(TECH_ENGINEERING = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
max_fuel = 40
w_class = 3.0
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
var/last_gen = 0
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
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 remove floors and to pry open doors."
icon = 'icons/obj/items.dmi'
icon_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
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"
/obj/item/weapon/weldingtool/attack(var/atom/A, var/mob/living/user, var/def_zone)
if(ishuman(A) && user.a_intent == I_HELP)
var/mob/living/carbon/human/H = A
var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
if(!S || !(S.status & ORGAN_ROBOT))
return ..()
if(S.brute_dam)
if(S.brute_dam < ROBOLIMB_SELF_REPAIR_CAP)
S.heal_damage(15,0,0,1)
user.visible_message("\The [user] patches some dents on \the [H]'s [S.name] with \the [src].")
else if(S.open < 3)
user << "The damage is far too severe to patch over externally."
else
return ..()
else
user << "Nothing to fix!"
return
return ..()
/*/obj/item/weapon/combitool
name = "combi-tool"
desc = "It even has one of those nubbins for doing the thingy."
icon = 'icons/obj/items.dmi'
icon_state = "combitool"
w_class = 2
var/list/spawn_tools = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/wirecutters,
/obj/item/weapon/material/kitchen/utensil/knife,
/obj/item/weapon/material/kitchen/utensil/fork,
/obj/item/weapon/material/hatchet
)
var/list/tools = list()
var/current_tool = 1
/obj/item/weapon/combitool/examine()
..()
if(loc == usr && tools.len)
usr << "It has the following fittings:"
for(var/obj/item/tool in tools)
usr << "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]"
/obj/item/weapon/combitool/New()
..()
for(var/type in spawn_tools)
tools |= new type(src)
/obj/item/weapon/combitool/attack_self(mob/user as mob)
if(++current_tool > tools.len) current_tool = 1
var/obj/item/tool = tools[current_tool]
if(!tool)
user << "You can't seem to find any fittings in \the [src]."
else
user << "You switch \the [src] to the [tool.name] fitting."
return 1
/obj/item/weapon/combitool/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!M.Adjacent(user))
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
return (tool ? tool.attack(M,user) : 0)
/obj/item/weapon/combitool/afterattack(var/atom/target, var/mob/living/user, proximity, params)
if(!proximity)
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
tool.loc = user
var/resolved = target.attackby(tool,user)
if(!resolved && tool && target)
tool.afterattack(target,user,1)
if(tool)
tool.loc = src*/