//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 * Revolver Conversion Kit */ /* * Wrench */ /obj/item/weapon/wrench name = "wrench" desc = "A wrench with common uses. Can be 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 materials = list(MAT_METAL=150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") /* * Screwdriver */ /obj/item/weapon/screwdriver name = "screwdriver" desc = "You can be totally screwy with this." icon = 'icons/obj/items.dmi' icon_state = "screwdriver" flags = CONDUCT slot_flags = SLOT_BELT force = 5.0 w_class = 1.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=75) attack_verb = list("stabbed") hitsound = 'sound/weapons/bladeslice.ogg' suicide_act(mob/user) viewers(user) << pick("[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.", \ "[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 == I_HELP) 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) /* * 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 = 3 throw_range = 7 w_class = 2.0 materials = list(MAT_METAL=80) origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") hitsound = "sound/items/Wirecutter.ogg" sharp = 1 edge = 1 /obj/item/weapon/wirecutters/New(loc, var/param_color = null) ..() if((!param_color && prob(50)) || param_color == "yellow") icon_state = "cutters-y" item_state = "cutters_yellow" /obj/item/weapon/wirecutters/attack(mob/living/carbon/human/C as mob, mob/user as mob) if(C.handcuffed) if(istype(C.handcuffed, /obj/item/weapon/restraints/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_requires_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" item_state = "welder" flags = CONDUCT slot_flags = SLOT_BELT //Amount of OUCH when it's thrown force = 3 throwforce = 5 throw_speed = 3 throw_range = 5 w_class = 2 //Cost to make in the autolathe materials = list(MAT_METAL=70, MAT_GLASS=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 var/change_icons = 1 var/can_off_process = 0 var/light_intensity = 2 //how powerful the emitted light is when used. /obj/item/weapon/weldingtool/New() ..() create_reagents(max_fuel) reagents.add_reagent("fuel", max_fuel) update_icon() return /obj/item/weapon/weldingtool/examine(mob/user) if(!..(user, 0)) user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]." /obj/item/weapon/weldingtool/suicide_act(mob/user) user.visible_message("[user] welds \his every orifice closed! It looks like \he's trying to commit suicide..") return (FIRELOSS) /obj/item/weapon/weldingtool/proc/update_torch() overlays.Cut() if(welding) overlays += "[initial(icon_state)]-on" item_state = "[initial(item_state)]1" else item_state = "[initial(item_state)]" /obj/item/weapon/weldingtool/update_icon() if(change_icons) var/ratio = get_fuel() / max_fuel ratio = Ceiling(ratio*4) * 25 if(ratio == 100) icon_state = initial(icon_state) else icon_state = "[initial(icon_state)][ratio]" update_torch() return /obj/item/weapon/weldingtool/attackby(obj/item/I as obj, mob/user as mob, params) if(istype(I, /obj/item/weapon/screwdriver)) flamethrower_screwdriver(I, user) if(istype(I, /obj/item/stack/rods)) flamethrower_rods(I, user) ..() /obj/item/weapon/weldingtool/process() switch(welding) if(0) force = 3 damtype = "brute" update_icon() if(!can_off_process) processing_objects.Remove(src) return //Welders left on now use up fuel, but lets not have them run out quite that fast if(1) force = 15 damtype = "fire" if(prob(5)) remove_fuel(1) update_icon() //This is to start fires. process() is only called if the welder is on. var/turf/location = loc if(ismob(location)) var/mob/M = location if(M.l_hand == src || M.r_hand == src) location = get_turf(M) if(isturf(location)) location.hotspot_expose(700, 5) /obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob) if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting] if (!S) return if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP || S.open == 2) return ..() if(S.brute_dam) if(S.brute_dam < ROBOLIMB_SELF_REPAIR_CAP) if (remove_fuel(0,null)) playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1) S.heal_damage(15,0,0,1) user.visible_message("\The [user] patches some dents on \the [M]'s [S.name] with \the [src].") else if(S.open != 2) user << "Need more welding fuel!" return 1 else user << "The damage is far too severe to patch over externally." return 1 else if(S.open != 2) user << "Nothing to fix!" else return ..() /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) && in_range(src, O)) if(!welding) O.reagents.trans_to(src, max_fuel) user << "[src] refueled." playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) update_icon() return else message_admins("[key_name_admin(user)] triggered a fueltank explosion.") log_game("[key_name(user)] triggered a fueltank explosion.") user << "That was stupid of you." O.ex_act() return if(welding) remove_fuel(1) var/turf/location = get_turf(user) location.hotspot_expose(700, 50, 1) if(isliving(O)) var/mob/living/L = O L.IgniteMob() /obj/item/weapon/weldingtool/attack_self(mob/user) toggle(user) update_icon() //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 welding //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(mob/user) if(get_fuel() <= 0 && welding) toggle(user, 1) update_icon() //mob icon update if(ismob(loc)) var/mob/M = loc M.update_inv_r_hand(0) M.update_inv_l_hand(0) return 0 return 1 //Toggles the welder off and on /obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0) if(!status) user << "[src] can't be turned on while unsecured!" return welding = !welding if(welding) if(get_fuel() >= 1) user << "You switch [src] on." force = 15 damtype = "fire" hitsound = 'sound/items/welder.ogg' update_icon() processing_objects |= src else user << "You need more fuel!" welding = 0 else if(!message) user << "You switch [src] off." else user << "[src] shuts off!" force = 3 damtype = "brute" hitsound = "swing_hit" 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(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"] if(!istype(E)) // No eyes? No problem! 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/proc/flamethrower_screwdriver(obj/item/I, mob/user) if(welding) user << "Turn it off first!" return status = !status if(status) user << "You resecure [src]." else user << "[src] can now be attached and modified." add_fingerprint(user) /obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user) if(!status) var/obj/item/stack/rods/R = I if (R.use(1)) var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc) if(!remove_item_from_storage(F)) user.unEquip(src) loc = F F.weldtool = src add_fingerprint(user) user << "You add a rod to a welder, starting to build a flamethrower." user.put_in_hands(F) else user << "You need one rod to start building a flamethrower!" return /obj/item/weapon/weldingtool/largetank name = "Industrial Welding Tool" desc = "A slightly larger welder with a larger tank." icon_state = "indwelder" max_fuel = 40 materials = list(MAT_METAL=70, MAT_GLASS=60) origin_tech = "engineering=2" /obj/item/weapon/weldingtool/largetank/cyborg /obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver() return /obj/item/weapon/weldingtool/mini name = "emergency welding tool" desc = "A miniature welder used during emergencies." icon_state = "miniwelder" max_fuel = 10 w_class = 1 materials = list(MAT_METAL=30, MAT_GLASS=10) change_icons = 0 /obj/item/weapon/weldingtool/mini/flamethrower_screwdriver() return /obj/item/weapon/weldingtool/hugetank name = "Upgraded Welding Tool" desc = "An upgraded welder based of the industrial welder." icon_state = "upindwelder" item_state = "upindwelder" max_fuel = 80 w_class = 3.0 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "engineering=3" /obj/item/weapon/weldingtool/experimental name = "Experimental Welding Tool" desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes." icon_state = "exwelder" item_state = "exwelder" max_fuel = 40 w_class = 3.0 materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "engineering=4;plasma=3" var/last_gen = 0 change_icons = 0 can_off_process = 1 light_intensity = 1 /obj/item/weapon/weldingtool/experimental/proc/fuel_gen() if(!welding && !last_gen) last_gen = 1 reagents.add_reagent("fuel",1) spawn(10) last_gen = 0 /obj/item/weapon/weldingtool/experimental/process() ..() if(reagents.total_volume < max_fuel) fuel_gen() /* * Crowbar */ /obj/item/weapon/crowbar name = "pocket crowbar" desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered 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 materials = list(MAT_METAL=50) origin_tech = "engineering=1" 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/crowbar/large name = "crowbar" desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big." force = 12 w_class = 3 throw_speed = 3 throw_range = 3 materials = list(MAT_METAL=70) icon_state = "crowbar_large" /obj/item/weapon/conversion_kit name = "\improper Revolver Conversion Kit" desc = "A professional conversion kit used to convert any knock off revolver into the real deal capable of shooting lethal .357 rounds without the possibility of catastrophic failure" icon = 'icons/obj/weapons.dmi' icon_state = "kit" flags = CONDUCT w_class = 2.0 origin_tech = "combat=2" var/open = 0 New() ..() update_icon() update_icon() icon_state = "[initial(icon_state)]_[open]" attack_self(mob/user as mob) open = !open user << "\blue You [open?"open" : "close"] the conversion kit." update_icon()