mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 22:17:32 +01:00
Recoded flashes a bit
Lowered the break prob Added eyescrewdrivering, debraining to the attacklog Added BoH blackholes to the gamelog and admin messages git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -483,6 +483,9 @@
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user << "\red You cannot locate any eyes on this creature!"
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return
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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src.add_fingerprint(user)
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//if((user.mutations & CLOWN) && prob(50))
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// M = user
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@@ -540,6 +540,9 @@ CIRCULAR SAW
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"\red You sever your brain's connection to the spine with [src]!" \
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)
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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var/obj/item/brain/B = new(M.loc)
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B.transfer_identity(M)
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@@ -8,12 +8,24 @@ WELDINGTOOOL
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// WRENCH
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/obj/item/weapon/wrench/New()
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if (prob(75))
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src.pixel_x = rand(0, 16)
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return
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/obj/item/weapon/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'items.dmi'
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icon_state = "wrench"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 5.0
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throwforce = 7.0
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w_class = 2.0
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m_amt = 150
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origin_tech = "materials=1;engineering=1"
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New()
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if (prob(75))
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src.pixel_x = rand(0, 16)
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return
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// SCREWDRIVER
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@@ -24,9 +36,7 @@ WELDINGTOOOL
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return
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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return ..()
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if(!istype(M)) return ..()
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if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
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return ..()
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if((user.mutations & CLOWN) && prob(50))
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@@ -35,7 +45,6 @@ WELDINGTOOOL
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// WELDING TOOL
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/obj/item/weapon/weldingtool
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name = "Welding Tool"
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@@ -54,6 +63,12 @@ WELDINGTOOOL
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welding = 0
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status = 1
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max_fuel = 20
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proc
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get_fuel()
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remove_fuel(var/amount = 1, var/mob/M = null)
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check_status()
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toggle(var/message = 0)
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eyecheck(mob/user as mob)
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New()
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@@ -131,7 +146,6 @@ WELDINGTOOOL
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location.hotspot_expose(700, 5)
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afterattack(obj/O as obj, mob/user as mob)
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if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
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O.reagents.trans_to(src, max_fuel)
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@@ -159,114 +173,96 @@ WELDINGTOOOL
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return
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proc
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///GET prop for fuel
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get_fuel()
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return reagents.get_reagent_amount("fuel")
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get_fuel()
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return reagents.get_reagent_amount("fuel")
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///SET prop for fuel
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///Will also turn it off if it is out of fuel
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///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
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remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding || !check_status())
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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check_status()
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if(M)
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eyecheck(M)//TODO:eyecheck should really be in mob not here
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return 1
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else
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if(M)
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M << "\blue You need more welding fuel to complete this task."
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return 0
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remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding || !check_status())
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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check_status()
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if(M)
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eyecheck(M)//TODO:eyecheck should really be in mob not here
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return 1
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else
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if(M)
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M << "\blue You need more welding fuel to complete this task."
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return 0
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///Quick check to see if we even have any fuel and should shut off
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///This could use a better name
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check_status()
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if((get_fuel() <= 0) && welding)
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toggle(1)
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return 0
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return 1
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check_status()
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if((get_fuel() <= 0) && welding)
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toggle(1)
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return 0
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return 1
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//toggles the welder off and on
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toggle(var/message = 0)
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if(!status) return
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src.welding = !( src.welding )
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if (src.welding)
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if (remove_fuel(1))
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usr << "\blue You switch the [src] on."
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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processing_items.Add(src)
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else
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usr << "\blue Need more fuel!"
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src.welding = 0
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return
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toggle(var/message = 0)
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if(!status) return
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src.welding = !( src.welding )
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if (src.welding)
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if (remove_fuel(1))
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usr << "\blue You switch the [src] on."
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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processing_items.Add(src)
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else
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if(!message)
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usr << "\blue You switch the [src] off."
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else
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usr << "\blue The [src] shuts off!"
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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usr << "\blue Need more fuel!"
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src.welding = 0
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return
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else
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if(!message)
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usr << "\blue You switch the [src] off."
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else
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usr << "\blue The [src] shuts off!"
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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src.welding = 0
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eyecheck(mob/user as mob)//TODO:Move this over to /mob/ where it should be
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//check eye protection
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if(!ishuman(user) && !ismonkey(user))
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return 1
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var/safety = 0
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if (istype(user, /mob/living/carbon/human))
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if (istype(user:head, /obj/item/clothing/head/helmet/welding))
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if (!user:head:up)
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safety = 2
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else if (istype(user:head, /obj/item/clothing/head/helmet/space))
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safety = 2
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else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses))
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safety = 1
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else if (istype(user:glasses, /obj/item/clothing/glasses/thermal))
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safety = -1
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else
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safety = 0
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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user.eye_stat += rand(1, 2)
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if(user.eye_stat > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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user.eye_stat += rand(2, 4)
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if(user.eye_stat > 10)
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user.eye_blurry += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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user.eye_stat += rand(12, 16)
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if(user.eye_stat > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (prob(user.eye_stat - 25 + 1))
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user << "\red You go blind!"
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user.sdisabilities |= 1
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else if (prob(user.eye_stat - 15 + 1))
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= 1
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spawn(100)
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user.disabilities &= ~1
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return
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eyecheck(mob/user as mob)
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//check eye protection
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if(!iscarbon(user)) return 1
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var/safety = user:eyecheck()
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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user.eye_stat += rand(1, 2)
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if(user.eye_stat > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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user.eye_stat += rand(2, 4)
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if(user.eye_stat > 10)
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user.eye_blurry += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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user.eye_stat += rand(12, 16)
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if(user.eye_stat > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (prob(user.eye_stat - 25 + 1))
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user << "\red You go blind!"
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user.sdisabilities |= 1
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else if (prob(user.eye_stat - 15 + 1))
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= 1
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spawn(100)
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user.disabilities &= ~1
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return
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/obj/item/weapon/weldingtool/largetank
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@@ -290,3 +286,22 @@ WELDINGTOOOL
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w_class = 3.0
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m_amt = 70
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g_amt = 120
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/obj/item/weapon/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'items.dmi'
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icon_state = "cutters"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 6.0
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throw_speed = 2
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throw_range = 9
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w_class = 2.0
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m_amt = 80
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origin_tech = "materials=1;engineering=1"
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New()
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if(prob(50))
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icon_state = "cutters-y"
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