//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*/