mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 02:24:11 +01:00
Updated:
Singularity Engine -Recoded some parts, still works mostly the same Welders -Recoded, it works mostly the same but is easier to use in code -Cyborgs have a larger fuel tank -Brought most if not all of the areas that use welders upto spec Moved the changeling chem recharge code into the human life proc New players who log out before spawning in are now deleted New minor Common event Machines around the station use more power, system might need some changes later Likely few other minor changes that I just cant think of atm git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -142,10 +142,9 @@
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (W:get_fuel() < 2)
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if (!W:remove_fuel(1,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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W:use_fuel(1)
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new /obj/item/stack/sheet/metal(src.loc)
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for (var/mob/M in viewers(src))
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M.show_message("\red [src] has been cut apart by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
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@@ -158,11 +157,9 @@
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W.loc = src.loc
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else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (W:get_fuel() < 2)
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if (!W:remove_fuel(1,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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W:eyecheck(user)
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W:use_fuel(1)
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src.welded =! src.welded
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for(var/mob/M in viewers(src))
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M.show_message("\red [src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "\red You hear welding.", 2)
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@@ -84,20 +84,18 @@ obj/door_assembly
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/obj/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding && !anchored )
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if (W:get_fuel() < 1)
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if (W:remove_fuel(1,user))
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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user << "\blue You dissasembled the airlock assembly!"
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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if(src.glass==1)
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new /obj/item/stack/sheet/rglass(get_turf(src))
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del(src)
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else
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user << "\blue You need more welding fuel to dissassemble the airlock assembly."
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return
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W:use_fuel(1)
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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var/turf/T = get_turf(user)
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sleep(40)
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if(get_turf(user) == T)
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user << "\blue You dissasembled the airlock assembly!"
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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if(src.glass==1)
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new /obj/item/stack/sheet/rglass(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/wrench) && !anchored )
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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var/turf/T = get_turf(user)
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@@ -70,4 +70,10 @@
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if(mo)
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var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
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mo.show_message(rendered, 2)
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return
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return
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/proc/is_item_in_list(var/list/L, var/atom/A)
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for(var/atom/O in L)
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if(O == A)
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return 1
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return 0
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@@ -81,169 +81,226 @@ WELDINGTOOOL
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// WELDING TOOL
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/obj/item/weapon/weldingtool/New()
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var/datum/reagents/R = new/datum/reagents(20)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", 20)
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return
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/obj/item/weapon/weldingtool/examine()
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set src in usr
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usr << text("\icon[] [] contains [] units of fuel left!", src, src.name, get_fuel() )
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return
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W,/obj/item/weapon/screwdriver))
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status = !status
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if (status)
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user << "\blue You resecure the welder."
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else
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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else if (status == 1 && istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
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src.loc = F
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F.part1 = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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user.r_hand = F
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else
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user.u_equip(src)
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user.l_hand = F
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R.master = F
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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F.part2 = W
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F.layer = 20
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R.layer = 20
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F.loc = user
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src.add_fingerprint(user)
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else
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..()
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// helper functions for weldingtool fuel use
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// return fuel amount
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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// remove fuel amount
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/obj/item/weapon/weldingtool/proc/use_fuel(var/amount)
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amount = min( get_fuel() , amount)
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reagents.remove_reagent("fuel", amount)
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return
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/obj/item/weapon/weldingtool/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, 20)
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user << "\blue Welder refueled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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else if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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user << "\red That was stupid of you."
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explosion(O.loc,-1,0,2)
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if(O)
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del(O)
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else if (src.welding)
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use_fuel(1)
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/obj/item/weapon/weldingtool
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name = "weldingtool"
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icon = 'items.dmi'
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icon_state = "welder"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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m_amt = 70
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g_amt = 30
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var
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welding = 0
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status = 0
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max_fuel = 20
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if (get_fuel() <= 0)
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usr << "\blue Need more fuel!"
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src.welding = 0
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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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var/turf/location = user.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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//check eye protection
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var/safety = null
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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) || 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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else if(istype(user, /mob/living/carbon))
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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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/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
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if(status > 1) return
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src.welding = !( src.welding )
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if (src.welding)
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if (get_fuel() <= 0)
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user << "\blue Need more fuel!"
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src.welding = 0
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return 0
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user << "\blue You will now weld when you attack."
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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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user << "\blue Not welding anymore."
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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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return
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/obj/item/weapon/weldingtool/process()
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if(!welding)
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processing_items.Remove(src)
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New()
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var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", random_fuel)
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return
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = M.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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examine()
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set src in usr
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usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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return
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attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W,/obj/item/weapon/screwdriver))
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status = !status
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if (status)
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user << "\blue You resecure the welder."
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else
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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else if (status == 1 && istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
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src.loc = F
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F.part1 = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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user.r_hand = F
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else
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user.u_equip(src)
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user.l_hand = F
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R.master = F
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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F.part2 = W
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F.layer = 20
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R.layer = 20
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F.loc = user
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src.add_fingerprint(user)
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else
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..()
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process()
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if(!welding)
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processing_items.Remove(src)
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return
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = get_turf(M)
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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if(prob(20))//Welders left on now use up fuel, but lets not have them run out quite that fast
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remove_fuel(1)
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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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user << "\blue Welder refueled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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return
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else if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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user << "\red That was stupid of you."
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explosion(O.loc,-1,0,2)
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if(O)
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del(O)
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return
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if (src.welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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attack_self(mob/user as mob)
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toggle()
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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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///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()//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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|
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|
||||
//toggles the welder off and on
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toggle(var/message = 0)
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if(status > 1) 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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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"
|
||||
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
|
||||
//check eye protection
|
||||
if(!ishuman() && !ismonkey())
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return 1
|
||||
var/safety = 0
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
if (istype(user:head, /obj/item/clothing/head/helmet/welding) || istype(user:head, /obj/item/clothing/head/helmet/space))
|
||||
safety = 2
|
||||
else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses))
|
||||
safety = 1
|
||||
else if (istype(user:glasses, /obj/item/clothing/glasses/thermal))
|
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safety = -1
|
||||
else
|
||||
safety = 0
|
||||
switch(safety)
|
||||
if(1)
|
||||
usr << "\red Your eyes sting a little."
|
||||
user.eye_stat += rand(1, 2)
|
||||
if(user.eye_stat > 12)
|
||||
user.eye_blurry += rand(3,6)
|
||||
if(0)
|
||||
usr << "\red Your eyes burn."
|
||||
user.eye_stat += rand(2, 4)
|
||||
if(user.eye_stat > 10)
|
||||
user.eye_blurry += rand(4,10)
|
||||
if(-1)
|
||||
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
|
||||
user.eye_blurry += rand(12,20)
|
||||
user.eye_stat += rand(12, 16)
|
||||
if(user.eye_stat > 10 && safety < 2)
|
||||
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
|
||||
if (prob(user.eye_stat - 25 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.sdisabilities |= 1
|
||||
else if (prob(user.eye_stat - 15 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.eye_blind = 5
|
||||
user.eye_blurry = 5
|
||||
user.disabilities |= 1
|
||||
spawn(100)
|
||||
user.disabilities &= ~1
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/weldingtool/largetank
|
||||
name = "weldingtool"
|
||||
icon = 'items.dmi'
|
||||
icon_state = "welder"
|
||||
max_fuel = 40
|
||||
@@ -15,21 +15,17 @@ FLOOR TILES
|
||||
if(amount < 2)
|
||||
user << "\red You need at least two rods to do this."
|
||||
return
|
||||
if (W:get_fuel() < 3)
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
return
|
||||
W:eyecheck(user)
|
||||
W:use_fuel(2)
|
||||
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
|
||||
new_item.add_to_stacks(usr)
|
||||
for (var/mob/M in viewers(src))
|
||||
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
|
||||
var/obj/item/stack/rods/R = src
|
||||
src = null
|
||||
var/replace = (user.get_inactive_hand()==R)
|
||||
R.use(2)
|
||||
if (!R && replace)
|
||||
user.put_in_hand(new_item)
|
||||
if(W:remove_fuel(2,user))
|
||||
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
|
||||
new_item.add_to_stacks(usr)
|
||||
for (var/mob/M in viewers(src))
|
||||
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
|
||||
var/obj/item/stack/rods/R = src
|
||||
src = null
|
||||
var/replace = (user.get_inactive_hand()==R)
|
||||
R.use(2)
|
||||
if (!R && replace)
|
||||
user.put_in_hand(new_item)
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user