/obj/item/crowbar name = "crowbar" desc = "A basic crowbar made of forged steel. Handy for opening unpowered airlocks, prying out objects, and being an improvised melee weapon." icon = 'icons/obj/tools.dmi' icon_state = "crowbar" belt_icon = "crowbar" usesound = 'sound/items/crowbar.ogg' flags = CONDUCT slot_flags = ITEM_SLOT_BELT force = 5 throwforce = 7 materials = list(MAT_METAL = 300) drop_sound = 'sound/items/handling/crowbar_drop.ogg' pickup_sound = 'sound/items/handling/crowbar_pickup.ogg' origin_tech = "engineering=1;combat=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") new_attack_chain = TRUE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30) tool_behaviour = TOOL_CROWBAR /obj/item/crowbar/Initialize(mapload) . = ..() RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit)) RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit)) /obj/item/crowbar/red desc = "A hefty steel crowbar with red stripes. It'll hit a bit harder than a normal crowbar." icon_state = "crowbar_red" belt_icon = "crowbar_red" force = 8 /obj/item/crowbar/brass name = "brass crowbar" desc = "A brass crowbar. It feels faintly warm to the touch." icon_state = "crowbar_brass" belt_icon = "crowbar_brass" toolspeed = 0.5 resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/crowbar/small name = "miniature titanium crowbar" desc = "A tiny, lightweight titanium crowbar. It fits handily in your pocket." force = 3 w_class = WEIGHT_CLASS_SMALL throwforce = 3 materials = list(MAT_TITANIUM = 250) icon_state = "crowbar_titanium" origin_tech = "materials=2" toolspeed = 1.25 /obj/item/crowbar/large name = "large crowbar" desc = "A very large, quite heavy crowbar. It's got some real oomph behind it." force = 12 w_class = WEIGHT_CLASS_HUGE throw_speed = 3 throw_range = 3 materials = list(MAT_METAL = 400) icon_state = "crowbar_large" toolspeed = 0.5 /obj/item/crowbar/engineering name = "engineering crowbar" desc = "A large crowbar covered in Engineering hazard stripes and reflective material." force = 12 //w_class = WEIGHT_CLASS_NORMAL Commented out so it can fit in belts throw_speed = 3 throw_range = 3 materials = list(MAT_METAL = 400) icon_state = "crowbar_eng" belt_icon = "crowbar_eng" toolspeed = 0.5 /obj/item/crowbar/engineering/suicide_act(mob/living/user) if(!user) return user.visible_message(SPAN_SUICIDE("[user] looks up and hooks [src] into a ceiling tile! It looks like [user.p_theyre()] trying to commit suicide!")) user.Immobilize(10 SECONDS) playsound(loc, 'sound/items/crowbar.ogg', 50, TRUE, -1) sleep(2 SECONDS) add_fingerprint(user) to_chat(user, SPAN_USERDANGER("You pry open the ceiling tile above you and look beyond it.. oh God, what the hell is that?!")) user.emote("scream") animate_fading_leap_up(user) for(var/obj/item/W in user) user.drop_item_to_ground(W) user.dust() return OBLITERATION /obj/item/crowbar/cyborg name = "hydraulic crowbar" desc = "A powerful and compact hydraulic crowbar typically found in construction and engineering robots." usesound = 'sound/items/jaws_pry.ogg' force = 10 toolspeed = 0.5 /obj/item/crowbar/cyborg/red name = "emergency hydraulic crowbar" desc = "A hydraulic prying tool, compact but powerful. Supplied to non-construction cyborgs primarily to allow them to pry open airlocks during power outages." icon_state = "crowbar_red" /obj/item/crowbar/power name = "jaws of life" desc = "A compact and powerful industrial tool with a modular head. This one has a set of prying jaws attached, which are strong enough to pry open powered airlocks." icon_state = "jaws_pry" inhand_icon_state = "jawsoflife" belt_icon = "jaws" materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500) origin_tech = "materials=2;engineering=2" usesound = 'sound/items/jaws_pry.ogg' force = 15 toolspeed = 0.25 materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500) var/airlock_open_time = 100 // Time required to open powered airlocks /obj/item/crowbar/power/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT) /obj/item/crowbar/power/suicide_act(mob/user) user.visible_message(SPAN_SUICIDE("[user] is putting [user.p_their()] head in [src]. It looks like [user.p_theyre()] trying to commit suicide!")) playsound(loc, 'sound/items/jaws_pry.ogg', 50, TRUE, -1) return BRUTELOSS /obj/item/crowbar/power/activate_self(mob/user) if(..()) return playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1) var/obj/item/wirecutters/power/cutjaws = new /obj/item/wirecutters/power to_chat(user, SPAN_NOTICE("You attach the cutting jaws to [src].")) for(var/obj/item/smithed_item/tool_bit/bit in attached_bits) bit.on_detached() bit.forceMove(cutjaws) cutjaws.attached_bits += bit bit.on_attached(cutjaws) qdel(src) user.put_in_active_hand(cutjaws)