//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /* CONTAINS: WRENCH SCREWDRIVER WELDINGTOOOL */ // WRENCH /obj/item/weapon/wrench name = "wrench" desc = "A wrench with common uses. Can be found in your hand." icon = 'items.dmi' icon_state = "wrench" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 5.0 throwforce = 7.0 w_class = 2.0 m_amt = 150 origin_tech = "materials=1;engineering=1" // SCREWDRIVER /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)) return ..() if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") return ..() if((CLUMSY in user.mutations) && prob(50)) M = user return eyestab(M,user) // WELDING TOOL /obj/item/weapon/weldingtool name = "welding tool" icon = 'items.dmi' icon_state = "welder" flags = FPRINT | TABLEPASS| 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 m_amt = 70 g_amt = 30 //R&D tech level origin_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/examine() set src in usr usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel ) return /obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/screwdriver)) if(welding) user << "\red Stop welding first!" return status = !status if(status) user << "\blue You resecure the welder." else user << "\blue 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.u_equip(src) else user.u_equip(src) src.master = F src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = F src.add_fingerprint(user) return ..() return /obj/item/weapon/weldingtool/process() switch(welding) //If off if(0) if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called src.force = 3 src.damtype = "brute" src.icon_state = "welder" src.welding = 0 processing_objects.Remove(src) return //Welders left on now use up fuel, but lets not have them run out quite that fast if(1) if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called src.force = 15 src.damtype = "fire" src.icon_state = "welder1" if(prob(5)) remove_fuel(1) //If you're actually actively welding, use fuel faster. //Is this actually used or set anywhere? - Nodrak if(2) if(prob(75)) remove_fuel(1) //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/)) var/mob/M = location if(M.l_hand == src || M.r_hand == 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) if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding) O.reagents.trans_to(src, max_fuel) user << "\blue Welder refueled" playsound(src.loc, '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.") log_game("[key_name(user)] triggered a fueltank explosion.") user << "\red That was stupid of you." explosion(O.loc,-1,0,2) if(O) del(O) return if (src.welding) remove_fuel(1) var/turf/location = get_turf(user) if (istype(location, /turf)) location.hotspot_expose(700, 50, 1) return /obj/item/weapon/weldingtool/attack_self(mob/user as mob) toggle() 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 || !check_fuel()) return 0 if(get_fuel() >= amount) reagents.remove_reagent("fuel", amount) check_fuel() if(M) eyecheck(M) return 1 else if(M) M << "\blue 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 //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/temp_welding) //If we're turning it on if(temp_welding > 0) if (remove_fuel(1)) usr << "\blue The [src] switches on." src.force = 15 src.damtype = "fire" src.icon_state = "welder1" processing_objects.Add(src) else usr << "\blue Need more fuel!" src.welding = 0 return //Otherwise else usr << "\blue The [src] switches off." src.force = 3 src.damtype = "brute" src.icon_state = "welder" src.welding = 0 //Turns off the welder if there is no more fuel (does this really need to be its own proc?) /obj/item/weapon/weldingtool/proc/check_fuel() if((get_fuel() <= 0) && welding) toggle(1) return 0 return 1 //Toggles the welder off and on /obj/item/weapon/weldingtool/proc/toggle(var/message = 0) if(!status) return src.welding = !( src.welding ) if (src.welding) if (remove_fuel(1)) usr << "\blue You switch the [src] on." src.force = 15 src.damtype = "fire" src.icon_state = "welder1" processing_objects.Add(src) else usr << "\blue Need more fuel!" src.welding = 0 return else if(!message) usr << "\blue You switch the [src] off." else usr << "\blue The [src] shuts off!" src.force = 3 src.damtype = "brute" src.icon_state = "welder" src.welding = 0 //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() 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 |= BLIND else if (prob(user.eye_stat - 15 + 1)) user << "\red 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 m_amt = 70 g_amt = 60 origin_tech = "engineering=2" /obj/item/weapon/weldingtool/hugetank name = "Upgraded Welding Tool" max_fuel = 80 w_class = 3.0 m_amt = 70 g_amt = 120 origin_tech = "engineering=3" /obj/item/weapon/weldingtool/experimental name = "Experimental Welding Tool" max_fuel = 40 w_class = 3.0 m_amt = 70 g_amt = 120 origin_tech = "engineering=4;plasma=3" icon_state = "ewelder" 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 /obj/item/weapon/wirecutters name = "wirecutters" desc = "This cuts wires." icon = 'items.dmi' icon_state = "cutters" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT force = 6.0 throw_speed = 2 throw_range = 9 w_class = 2.0 m_amt = 80 origin_tech = "materials=1;engineering=1" /obj/item/weapon/wirecutters/New() if(prob(50)) icon_state = "cutters-y" item_state = "cutters_yellow" /obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob) if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable))) usr.visible_message("\The [usr] cuts \the [M]'s restraints with \the [src]!",\ "You cut \the [M]'s restraints with \the [src]!",\ "You hear cable being cut.") M.handcuffed = null M.update_inv_handcuffed() return else ..()