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Paradise/code/game/objects/items/weapons/tools.dm
2019-04-23 23:53:40 -04:00

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#define HEALPERWELD 15
/* Tools!
* Note: Multitools are in devices
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
* Revolver Conversion Kit
*/
//Wrench
/obj/item/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'icons/obj/tools.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
throwforce = 7
usesound = 'sound/items/ratchet.ogg'
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=150)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return BRUTELOSS
/obj/item/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
toolspeed = 0.5
/obj/item/wrench/brass
name = "brass wrench"
desc = "A brass wrench. It's faintly warm to the touch."
icon_state = "wrench_brass"
toolspeed = 0.5
/obj/item/wrench/abductor
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/empulse.ogg'
toolspeed = 0.1
origin_tech = "materials=5;engineering=5;abductor=3"
/obj/item/wrench/power
name = "hand drill"
desc = "A simple powered drill with a bolt bit."
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
/obj/item/wrench/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg', 50, 1)
var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power
to_chat(user, "<span class='notice'>You attach the screwdriver bit to [src].</span>")
qdel(src)
user.put_in_active_hand(s_drill)
/obj/item/wrench/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
return BRUTELOSS
/obj/item/wrench/medical
name = "medical wrench"
desc = "A medical wrench with common (medical?) uses. Can be found in your hand."
icon_state = "wrench_medical"
force = 2 //MEDICAL
throwforce = 4
origin_tech = "materials=1;engineering=1;biotech=3"
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/wrench/medical/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
// TODO Make them glow with the power of the M E D I C A L W R E N C H
// during their ascension
// Stun stops them from wandering off
user.Stun(5)
playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
// Let the sound effect finish playing
sleep(20)
if(!user)
return
for(var/obj/item/W in user)
user.unEquip(W)
var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc)
W.add_fingerprint(user)
W.desc += " For some reason, it reminds you of [user.name]."
if(!user)
return
user.dust()
return OBLITERATION
//Screwdriver
/obj/item/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = "screwdriver_map"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/screwdriver.ogg'
toolspeed = 1
var/random_color = TRUE //if the screwdriver uses random coloring
/obj/item/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip."
icon_state = "screwdriver_nuke"
toolspeed = 0.5
/obj/item/screwdriver/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/screwdriver/New(loc, var/param_color = null)
..()
if(random_color)
if(!param_color)
param_color = pick("red","blue","pink","brown","green","cyan","yellow")
icon_state = "screwdriver_[param_color]"
if (prob(75))
src.pixel_y = rand(0, 16)
/obj/item/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M) || user.a_intent == INTENT_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)
/obj/item/screwdriver/brass
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
icon_state = "screwdriver_brass"
toolspeed = 0.5
random_color = FALSE
/obj/item/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver"
usesound = 'sound/items/pshoom.ogg'
toolspeed = 0.1
random_color = FALSE
/obj/item/screwdriver/power
name = "hand drill"
desc = "A simple hand drill with a screwdriver bit attached."
icon_state = "drill_screw"
item_state = "drill"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb = list("drilled", "screwed", "jabbed","whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.25
random_color = FALSE
/obj/item/screwdriver/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/screwdriver/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, 1)
var/obj/item/wrench/power/b_drill = new /obj/item/wrench/power
to_chat(user, "<span class='notice'>You attach the bolt driver bit to [src].</span>")
qdel(src)
user.put_in_active_hand(b_drill)
/obj/item/screwdriver/cyborg
name = "powered screwdriver"
desc = "An electrical screwdriver, designed to be both precise and quick."
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
//Wirecutters
/obj/item/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/tools.dmi'
icon_state = "cutters"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=80)
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
sharp = 1
toolspeed = 1
var/random_color = TRUE
/obj/item/wirecutters/New(loc, param_color = null)
..()
if(random_color)
if(!param_color)
param_color = pick("yellow", "red")
icon_state = "cutters_[param_color]"
/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/restraints/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
QDEL_NULL(C.handcuffed)
if(C.buckled && C.buckled.buckle_requires_restraints)
C.buckled.unbuckle_mob(C)
C.update_handcuffed()
return
else
..()
/obj/item/wirecutters/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, usesound, 50, 1, -1)
return BRUTELOSS
/obj/item/wirecutters/brass
name = "brass wirecutters"
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
icon_state = "cutters_brass"
toolspeed = 0.5
random_color = FALSE
/obj/item/wirecutters/abductor
name = "alien wirecutters"
desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
icon = 'icons/obj/abductor.dmi'
icon_state = "cutters"
toolspeed = 0.1
origin_tech = "materials=5;engineering=4;abductor=3"
random_color = FALSE
/obj/item/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
toolspeed = 0.5
/obj/item/wirecutters/power
name = "jaws of life"
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head."
icon_state = "jaws_cutter"
item_state = "jawsoflife"
origin_tech = "materials=2;engineering=2"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 0.25
random_color = FALSE
/obj/item/wirecutters/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!</span>")
playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"]
if(head)
head.droplimb(0, DROPLIMB_BLUNT, FALSE, TRUE)
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return BRUTELOSS
/obj/item/wirecutters/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
var/obj/item/crowbar/power/pryjaws = new /obj/item/crowbar/power
to_chat(user, "<span class='notice'>You attach the pry jaws to [src].</span>")
qdel(src)
user.put_in_active_hand(pryjaws)
//Welding Tool
/obj/item/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by Nanotrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
item_state = "welder"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
hitsound = "swing_hit"
usesound = 'sound/items/welder.ogg'
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1;plasmatech=1"
toolspeed = 1
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.
var/nextrefueltick = 0
/obj/item/weldingtool/New()
..()
create_reagents(max_fuel)
reagents.add_reagent("fuel", max_fuel)
update_icon()
/obj/item/weldingtool/examine(mob/user)
if(..(user, 0))
to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].")
/obj/item/weldingtool/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return FIRELOSS
/obj/item/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/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()
..()
/obj/item/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, 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/weldingtool/attackby(obj/item/I, mob/user, params)
if(isscrewdriver(I))
flamethrower_screwdriver(I, user)
else if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
else
..()
/obj/item/weldingtool/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.bodyparts_by_name[user.zone_sel.selecting]
if(!S)
return
if(!S.is_robotic() || user.a_intent != INTENT_HELP || S.open == 2)
return ..()
if(!isOn()) //why wasn't this being checked already?
to_chat(user, "<span class='warning'>Turn on [src] before attempting repairs!</span>")
return 1
if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP)
to_chat(user, "<span class='danger'>The damage is far too severe to patch over externally.</span>")
return
if(!S.brute_dam)
to_chat(user, "<span class='notice'>Nothing to fix!</span>")
return
if(get_fuel() >= 1)
if(H == user)
if(!do_mob(user, H, 10))
return 1
if(!remove_fuel(1,null))
to_chat(user, "<span class='warning'>Need more welding fuel!</span>")
var/rembrute = HEALPERWELD
var/nrembrute = 0
var/childlist
if(!isnull(S.children))
childlist = S.children.Copy()
var/parenthealed = FALSE
while(rembrute > 0)
var/obj/item/organ/external/E
if(S.brute_dam)
E = S
else if(LAZYLEN(childlist))
E = pick_n_take(childlist)
if(!E.brute_dam || !E.is_robotic())
continue
else if(S.parent && !parenthealed)
E = S.parent
parenthealed = TRUE
if(!E.brute_dam || !E.is_robotic())
break
else
break
playsound(src.loc, usesound, 50, 1)
nrembrute = max(rembrute - E.brute_dam, 0)
E.heal_damage(rembrute,0,0,1)
rembrute = nrembrute
user.visible_message("<span class='alert'>\The [user] patches some dents on \the [M]'s [E.name] with \the [src].</span>")
if(H.bleed_rate && H.isSynthetic())
H.bleed_rate = 0
user.visible_message("<span class='alert'>\The [user] patches some leaks on [M] with \the [src].</span>")
return 1
else
return ..()
/obj/item/weldingtool/afterattack(atom/O, mob/user, proximity)
if(!proximity)
return
if(welding)
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(get_fuel() <= 0)
set_light(0)
if(isliving(O))
var/mob/living/L = O
if(L.IgniteMob())
message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
/obj/item/weldingtool/attack_self(mob/user)
switched_on(user)
if(welding)
set_light(light_intensity)
update_icon()
//Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("fuel")
//Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use()
/obj/item/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null)
if(!welding || !check_fuel())
return FALSE
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_fuel()
if(M)
M.flash_eyes(light_intensity)
return TRUE
else
if(M)
to_chat(M, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return FALSE
//Returns whether or not the welding tool is currently on.
/obj/item/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/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
switched_on(user)
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
//Switches the welder on
/obj/item/weldingtool/proc/switched_on(mob/user)
if(!status)
to_chat(user, "<span class='warning'>[src] can't be turned on while unsecured!</span>")
return
welding = !welding
if(welding)
if(get_fuel() >= 1)
to_chat(user, "<span class='notice'>You switch [src] on.</span>")
playsound(loc, acti_sound, 50, 1)
force = 15
damtype = "fire"
hitsound = 'sound/items/welder.ogg'
update_icon()
START_PROCESSING(SSobj, src)
else
to_chat(user, "<span class='warning'>You need more fuel!</span>")
switched_off(user)
else
if(user)
to_chat(user, "<span class='notice'>You switch [src] off.</span>")
playsound(loc, deac_sound, 50, 1)
switched_off(user)
//Switches the welder off
/obj/item/weldingtool/proc/switched_off(mob/user)
welding = 0
set_light(0)
force = 3
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
to_chat(user, "<span class='warning'>Turn it off first!</span>")
return
status = !status
if(status)
to_chat(user, "<span class='notice'>You resecure [src].</span>")
else
to_chat(user, "<span class='notice'>[src] can now be attached and modified.</span>")
add_fingerprint(user)
/obj/item/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/flamethrower/F = new /obj/item/flamethrower(user.loc)
if(!remove_item_from_storage(F))
user.unEquip(src)
loc = F
F.weldtool = src
add_fingerprint(user)
to_chat(user, "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>")
user.put_in_hands(F)
else
to_chat(user, "<span class='warning'>You need one rod to start building a flamethrower!</span>")
/obj/item/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;plasmatech=2"
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
toolspeed = 0.5
/obj/item/weldingtool/largetank/flamethrower_screwdriver()
return
/obj/item/weldingtool/mini
name = "emergency welding tool"
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
light_intensity = 0
change_icons = 0
origin_tech = "plasmatech=5;engineering=5;abductor=3"
can_off_process = 1
/obj/item/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent("fuel", 1)
..()
/obj/item/weldingtool/hugetank
name = "Upgraded Welding Tool"
desc = "An upgraded welder based off the industrial welder."
icon_state = "upindwelder"
item_state = "upindwelder"
max_fuel = 80
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "engineering=3;plasmatech=2"
/obj/item/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
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4"
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/last_gen = 0
/obj/item/weldingtool/experimental/brass
name = "brass welding tool"
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
icon_state = "brasswelder"
item_state = "brasswelder"
obj/item/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("fuel", 1)
//Crowbar
/obj/item/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/tools.dmi'
icon_state = "crowbar"
item_state = "crowbar"
usesound = 'sound/items/crowbar.ogg'
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
throwforce = 7
item_state = "crowbar"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
origin_tech = "engineering=1;combat=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
/obj/item/crowbar/red
icon_state = "crowbar_red"
item_state = "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"
item_state = "crowbar_brass"
toolspeed = 0.5
/obj/item/crowbar/abductor
name = "alien crowbar"
desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
toolspeed = 0.1
origin_tech = "combat=4;engineering=4;abductor=3"
/obj/item/crowbar/large
name = "crowbar"
desc = "It's a big crowbar. It doesn't fit in your pockets, because its too big."
force = 12
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
item_state = "crowbar_large"
toolspeed = 0.5
/obj/item/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 0.5
/obj/item/crowbar/power
name = "jaws of life"
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head."
icon_state = "jaws_pry"
item_state = "jawsoflife"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2"
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
var/airlock_open_time = 100 // Time required to open powered airlocks
/obj/item/crowbar/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src]. It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
return BRUTELOSS
/obj/item/crowbar/power/attack_self(mob/user)
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 class='notice'>You attach the cutting jaws to [src].</span>")
qdel(src)
user.put_in_active_hand(cutjaws)
// Conversion kit
/obj/item/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_state = "kit"
flags = CONDUCT
w_class = WEIGHT_CLASS_SMALL
origin_tech = "combat=2"
var/open = 0
/obj/item/conversion_kit/New()
..()
update_icon()
/obj/item/conversion_kit/update_icon()
icon_state = "[initial(icon_state)]_[open]"
/obj/item/conversion_kit/attack_self(mob/user)
open = !open
to_chat(user, "<span class='notice'>You [open ? "open" : "close"] the conversion kit.</span>")
update_icon()