Files
Paradise/code/game/objects/items/weapons/tools.dm
baloh.matevz f82dbfe28d WELDER fixed
- Now hurts your eyes again if you use it unprotected.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1011 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:54:18 +00:00

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8.0 KiB
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/*
CONTAINS:
WRENCH
SCREWDRIVER
WELDINGTOOOL
*/
// WRENCH
/obj/item/weapon/wrench/New()
if (prob(75))
src.pixel_x = rand(0, 16)
return
// SCREWDRIVER
/obj/item/weapon/screwdriver/New()
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, /mob))
return
if((usr.mutations & 16) && prob(50))
M << "\red You stab yourself in the eye."
M.sdisabilities |= 1
M.weakened += 4
M.bruteloss += 10
src.add_fingerprint(user)
if(!(user.zone_sel.selecting == ("eyes" || "head")))
return ..()
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\blue You cannot locate any eyes on this creature!"
return
for(var/mob/O in viewers(M, null))
if(O == (user || M)) continue
if(M == user) O.show_message(text("\red [] has stabbed themself with []!", user, src), 1)
else O.show_message(text("\red [] has been stabbed in the eye with [] by [].", M, src, user), 1)
if(M != user)
M << "\red [user] stabs you in the eye with [src]!"
user << "\red You stab [M] in the eye with [src]!"
else
user << "\red You stab yourself in the eyes with [src]!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M.organs["head"]
affecting.take_damage(7)
else
M.bruteloss += 7
M.eye_blurry += rand(3,4)
M.eye_stat += rand(2,4)
if (M.eye_stat >= 10)
M << "\red Your eyes start to bleed profusely!"
M.eye_blurry += 15+(0.1*M.eye_blurry)
M.disabilities |= 1
if(M.stat == 2) return
if(prob(50))
M << "\red You drop what you're holding and clutch at your eyes!"
M.eye_blurry += 10
M.paralysis += 1
M.weakened += 4
M.drop_item()
if (prob(M.eye_stat - 10 + 1))
M << "\red You go blind!"
M.sdisabilities |= 1
return
// WELDING TOOL
/obj/item/weapon/weldingtool
name = "weldingtool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
m_amt = 70
g_amt = 30
var
welding = 0
status = 0
max_fuel = 20
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", random_fuel)
return
examine()
set src in usr
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
return
attackby(obj/item/W as obj, mob/user as mob)
if (istype(W,/obj/item/weapon/screwdriver))
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)
else if (status == 1 && istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
src.loc = F
F.part1 = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
user.r_hand = F
else
user.u_equip(src)
user.l_hand = F
R.master = F
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
F.part2 = W
F.layer = 20
R.layer = 20
F.loc = user
src.add_fingerprint(user)
else
..()
process()
if(!welding)
processing_items.Remove(src)
return
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)
if(prob(20))//Welders left on now use up fuel, but lets not have them run out quite that fast
remove_fuel(1)
afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/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/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(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
attack_self(mob/user as mob)
toggle()
return
proc
///GET prop for fuel
get_fuel()
return reagents.get_reagent_amount("fuel")
///SET prop for fuel
///Will also turn it off if it is out of fuel
///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
remove_fuel(var/amount = 1, var/mob/M = null)
if(!welding || !check_status())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_status()
if(M)
eyecheck(M)//TODO:eyecheck should really be in mob not here
return 1
else
if(M)
M << "\blue You need more welding fuel to complete this task."
return 0
///Quick check to see if we even have any fuel and should shut off
///This could use a better name
check_status()
if((get_fuel() <= 0) && welding)
toggle(1)
return 0
return 1
//toggles the welder off and on
toggle(var/message = 0)
if(status > 1) 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_items.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
eyecheck(mob/user as mob)//TODO:Move this over to /mob/ where it should be
//check eye protection
if(!ishuman(user) && !ismonkey(user))
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))
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