Converts a number of simple_animals into their simple_mob variants (#5510)

* 125 commits merged from master

* Converts a number of simple_animal mobs to the new format

* Grammar fixes
This commit is contained in:
Anewbe
2018-08-21 18:38:18 -07:00
committed by Atermonera
parent a2950e5c35
commit 6a40982a48
573 changed files with 10011 additions and 6582 deletions
@@ -216,17 +216,17 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.update_icon()
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.update_icon()
if (step_to(src, get_step(src, direction), 0))
break
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/mucus
@@ -249,5 +249,5 @@ var/global/list/image/splatter_cache=list()
//This version should be used for admin spawns and pre-mapped virus vectors (e.g. in PoIs), this version does not dry
/obj/effect/decal/cleanable/mucus/mapped/New()
..()
virus2 = new /datum/disease2/disease
virus2 |= new /datum/disease2/disease
virus2.makerandom()
@@ -122,7 +122,7 @@
icon_state = design.icon_state // poster[serial_number]
/obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wirecutters))
if(W.is_wirecutter())
playsound(src.loc, W.usesound, 100, 1)
if(ruined)
user << "<span class='notice'>You remove the remnants of the poster.</span>"
+2 -2
View File
@@ -47,13 +47,13 @@
explode(M)
/obj/effect/mine/attackby(obj/item/W as obj, mob/living/user as mob)
if(isscrewdriver(W))
if(W.is_screwdriver())
panel_open = !panel_open
user.visible_message("<span class='warning'>[user] very carefully screws the mine's panel [panel_open ? "open" : "closed"].</span>",
"<span class='notice'>You very carefully screw the mine's panel [panel_open ? "open" : "closed"].</span>")
playsound(src.loc, W.usesound, 50, 1)
else if((iswirecutter(W) || ismultitool(W)) && panel_open)
else if((W.is_wirecutter() || istype(W, /obj/item/device/multitool)) && panel_open)
interact(user)
else
..()
+17
View File
@@ -46,4 +46,21 @@
/obj/effect/temporary_effect/shuttle_landing/initialize()
flick("shuttle_warning", src) // flick() forces the animation to always begin at the start.
. = ..()
// The manifestation of Zeus's might. Or just a really unlucky day.
// This is purely a visual effect, this isn't the part of the code that hurts things.
/obj/effect/temporary_effect/lightning_strike
name = "lightning"
desc = "How <i>shocked</i> you must be, to see this text. You must have <i>lightning</i> reflexes. \
The humor in this description is just so <i>electrifying</i>."
icon = 'icons/effects/96x256.dmi'
icon_state = "lightning_strike"
plane = PLANE_LIGHTING_ABOVE
time_to_die = 1 SECOND
pixel_x = -32
/obj/effect/temporary_effect/lightning_strike/initialize()
icon_state += "[rand(1,2)]" // To have two variants of lightning sprites.
animate(src, alpha = 0, time = time_to_die - 1)
. = ..()
+3 -3
View File
@@ -64,7 +64,7 @@
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /mob/living/simple_animal/hostile/giant_spider))
if(istype(mover, /mob/living/simple_mob/animal/giant_spider))
return 1
else if(istype(mover, /mob/living))
if(prob(50))
@@ -133,10 +133,10 @@
var/amount_grown = -1
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/list/grow_as = list(/mob/living/simple_animal/hostile/giant_spider, /mob/living/simple_animal/hostile/giant_spider/nurse, /mob/living/simple_animal/hostile/giant_spider/hunter)
var/list/grow_as = list(/mob/living/simple_mob/animal/giant_spider, /mob/living/simple_mob/animal/giant_spider/nurse, /mob/living/simple_mob/animal/giant_spider/hunter)
/obj/effect/spider/spiderling/frost
grow_as = list(/mob/living/simple_animal/hostile/giant_spider/frost)
grow_as = list(/mob/living/simple_mob/animal/giant_spider/frost)
/obj/effect/spider/spiderling/New(var/location, var/atom/parent)
pixel_x = rand(6,-6)
@@ -158,7 +158,14 @@ var/global/list/tele_landmarks = list() // Terrible, but the alternative is loop
/obj/effect/step_trigger/teleporter/planetary_fall
var/datum/planet/planet = null
// First time setup, which planet are we aiming for?
/obj/effect/step_trigger/teleporter/planetary_fall/proc/find_planet()
return
/obj/effect/step_trigger/teleporter/planetary_fall/Trigger(var/atom/movable/A)
if(!planet)
find_planet()
if(planet)
if(!planet.planet_floors.len)
message_admins("ERROR: planetary_fall step trigger's list of outdoor floors was empty.")
+24
View File
@@ -806,3 +806,27 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
/obj/item/proc/apply_accessories(var/image/standing)
return standing
/*
* Assorted tool procs, so any item can emulate any tool, if coded
*/
/obj/item/proc/is_screwdriver()
return FALSE
/obj/item/proc/is_wrench()
return FALSE
/obj/item/proc/is_crowbar()
return FALSE
/obj/item/proc/is_wirecutter()
return FALSE
// These next three might bug out or runtime, unless someone goes back and finds a way to generalize their specific code
/obj/item/proc/is_cable_coil()
return FALSE
/obj/item/proc/is_multitool()
return FALSE
/obj/item/proc/is_welder()
return FALSE
+1 -1
View File
@@ -9,7 +9,7 @@
/obj/item/frame/apc/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
if (W.is_wrench())
new /obj/item/stack/material/steel( get_turf(src.loc), 2 )
qdel(src)
+3 -3
View File
@@ -42,7 +42,7 @@
storage_capacity = (MOB_MEDIUM * 2) - 1
var/contains_body = 0
/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob)
/obj/structure/closet/body_bag/attackby(var/obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if (user.get_active_hand() != W)
@@ -58,7 +58,7 @@
src.name = "body bag"
//..() //Doesn't need to run the parent. Since when can fucking bodybags be welded shut? -Agouri
return
else if(istype(W, /obj/item/weapon/wirecutters))
else if(W.is_wirecutter())
to_chat(user, "You cut the tag off the bodybag")
src.name = "body bag"
src.overlays.Cut()
@@ -239,7 +239,7 @@
inject_occupant(H)
break
else if(istype(W,/obj/item/weapon/screwdriver))
else if(W.is_screwdriver())
if(syringe)
if(used)
to_chat(user,"<span class='warning'>The injector cannot be removed now that the stasis bag has been used!</span>")
+2 -2
View File
@@ -1254,7 +1254,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(isnull(cartridge))
to_chat(usr, "<span class='notice'>There's no cartridge to eject.</span>")
return
return
cartridge.forceMove(get_turf(src))
if(ismob(loc))
@@ -1382,7 +1382,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
to_chat(user, "<span class='notice'>Blood type: [C:blood_DNA[blood]]\nDNA: [blood]</span>")
if(4)
user.visible_message("<span class='warning'>\The [user] has analyzed [C]'s radiation levels!</span>", 1)
user.visible_message("<span class='warning'>\The [user] has analyzed [C]'s radiation levels!</span>", "<span class='notice'>You have analyzed [C]'s radiation levels!</span>")
to_chat(user, "<span class='notice'>Analyzing Results for [C]:</span>")
if(C.radiation)
to_chat(user, "<span class='notice'>Radiation Level: [C.radiation]</span>")
+6 -3
View File
@@ -434,7 +434,7 @@ var/list/civilian_cartridges = list(
for(var/S in supply_controller.shoppinglist)
var/datum/supply_order/SO = S
supplyOrderData[++supplyOrderData.len] = list("Number" = SO.ordernum, "Name" = html_encode(SO.object.name), "ApprovedBy" = SO.orderedby, "Comment" = html_encode(SO.comment))
supplyOrderData[++supplyOrderData.len] = list("Number" = SO.ordernum, "Name" = html_encode(SO.object.name), "ApprovedBy" = SO.ordered_by, "Comment" = html_encode(SO.comment))
if(!supplyOrderData.len)
supplyOrderData[++supplyOrderData.len] = list("Number" = null, "Name" = null, "OrderedBy"=null)
@@ -443,10 +443,13 @@ var/list/civilian_cartridges = list(
var/requestCount = 0
var/requestData[0]
for(var/S in supply_controller.requestlist)
for(var/S in supply_controller.order_history)
var/datum/supply_order/SO = S
if(SO.status != SUP_ORDER_REQUESTED)
continue
requestCount++
requestData[++requestData.len] = list("Number" = SO.ordernum, "Name" = html_encode(SO.object.name), "OrderedBy" = SO.orderedby, "Comment" = html_encode(SO.comment))
requestData[++requestData.len] = list("Number" = SO.ordernum, "Name" = html_encode(SO.object.name), "OrderedBy" = SO.ordered_by, "Comment" = html_encode(SO.comment))
if(!requestData.len)
requestData[++requestData.len] = list("Number" = null, "Name" = null, "orderedBy" = null, "Comment" = null)
@@ -77,7 +77,9 @@
"Weather" = planet.weather_holder.current_weather.name,
"Temperature" = planet.weather_holder.temperature - T0C,
"High" = planet.weather_holder.current_weather.temp_high - T0C,
"Low" = planet.weather_holder.current_weather.temp_low - T0C)
"Low" = planet.weather_holder.current_weather.temp_low - T0C,
"Forecast" = english_list(planet.weather_holder.forecast, and_text = "&#8594;", comma_text = "&#8594;", final_comma_text = "&#8594;") // Unicode RIGHTWARDS ARROW.
)
weather[++weather.len] = W
injection = "<div>Test</div>"
+1 -1
View File
@@ -94,7 +94,7 @@
to_chat(user, "<span class='notice'>You install a cell in \the [src].</span>")
update_icon()
else if(isscrewdriver(W))
else if(W.is_screwdriver())
if(bcell)
bcell.update_icon()
bcell.forceMove(get_turf(src.loc))
+1 -1
View File
@@ -24,7 +24,7 @@
return ..()
/obj/item/device/multitool/hacktool/attackby(var/obj/item/W, var/mob/user)
if(isscrewdriver(W))
if(W.is_screwdriver())
in_hack_mode = !in_hack_mode
playsound(src.loc, W.usesound, 50, 1)
else
@@ -54,7 +54,7 @@
else
to_chat(user, "<span class='notice'>[src] already has a diode.</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
else if(W.is_screwdriver())
if(diode)
to_chat(user, "<span class='notice'>You remove the [diode.name] from the [src].</span>")
diode.loc = get_turf(src.loc)
+138 -20
View File
@@ -10,44 +10,162 @@
var/insults = 0
var/list/insultmsg = list("FUCK EVERYONE!", "I'M A TERRORIST!", "ALL SECURITY TO SHOOT ME ON SIGHT!", "I HAVE A BOMB!", "CAPTAIN IS A COMDOM!", "GLORY TO ALMACH!")
/obj/item/device/megaphone/attack_self(mob/living/user as mob)
/obj/item/device/megaphone/proc/can_broadcast(var/mob/living/user)
if (user.client)
if(user.client.prefs.muted & MUTE_IC)
src << "<span class='warning'>You cannot speak in IC (muted).</span>"
return
if(!ishuman(user))
user << "<span class='warning'>You don't know how to use this!</span>"
return
to_chat(user, "<span class='warning'>You cannot speak in IC (muted).</span>")
return 0
if(!(ishuman(user) || user.isSynthetic()))
to_chat(user, "<span class='warning'>You don't know how to use this!</span>")
return 0
if(user.silent)
return
return 0
if(spamcheck)
user << "<span class='warning'>\The [src] needs to recharge!</span>"
return
to_chat(user, "<span class='warning'>\The [src] needs to recharge!</span>")
return 0
return 1
var/message = sanitize(input(user, "Shout a message?", "Megaphone", null) as text)
if(!message)
return
message = capitalize(message)
/obj/item/device/megaphone/proc/do_broadcast(var/mob/living/user, var/message)
if ((src.loc == user && usr.stat == 0))
if(emagged)
if(insults)
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[pick(insultmsg)]\"</FONT>",2) // 2 stands for hearable message
user.audible_message("<B>[user]</B> broadcasts, <FONT size=3>\"[pick(insultmsg)]\"</FONT>")
insults--
else
user << "<span class='warning'>*BZZZZzzzzzt*</span>"
to_chat(user, "<span class='warning'>*BZZZZzzzzzt*</span>")
else
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[message]\"</FONT>",2) // 2 stands for hearable message
user.audible_message("<B>[user]</B> broadcasts, <FONT size=3>\"[message]\"</FONT>")
spamcheck = 1
spawn(20)
spamcheck = 0
return
/obj/item/device/megaphone/attack_self(mob/living/user as mob)
if(!can_broadcast(user))
return
var/message = sanitize(input(user, "Shout a message?", "Megaphone", null) as text)
if(!message)
return
message = capitalize(message)
do_broadcast(user, message)
/obj/item/device/megaphone/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
user << "<span class='warning'>You overload \the [src]'s voice synthesizer.</span>"
to_chat(user, "<span class='warning'>You overload \the [src]'s voice synthesizer.</span>")
emagged = 1
insults = rand(1, 3)//to prevent dickflooding
insults = rand(1, 3)//to prevent caps spam.
return 1
/obj/item/device/megaphone/super
name = "gigaphone"
desc = "A device used to project your voice. Loudly-er."
icon_state = "gigaphone"
var/broadcast_font = "verdana"
var/broadcast_size = 3
var/broadcast_color = "#000000" //Black by default.
var/list/volume_options = list(2, 3, 4)
var/list/font_options = list("times new roman", "times", "verdana", "sans-serif", "serif", "georgia")
var/list/color_options= list("#000000", "#ff0000", "#00ff00", "#0000ff")
insultmsg = list("HONK?!", "HONK!", "HOOOOOOOONK!", "...!", "HUNK.", "Honk?")
/obj/item/device/megaphone/super/emag_act(var/remaining_charges, var/mob/user)
..()
if(emagged)
if(!(11 in volume_options))
volume_options = list(11)
broadcast_size = 11
if(!("comic sans ms" in font_options))
font_options = list("comic sans ms")
broadcast_font = "comic sans ms"
to_chat(user, "<span class='notice'>\The [src] emits a <font face='comic sans ms' color='#ff69b4'>silly</font> sound.</span>")
if(!("#ff69b4" in color_options))
color_options = list("#ff69b4")
broadcast_color = "#ff69b4"
if(insults <= 0)
insults = rand(1,3)
to_chat(user, "<span class='warning'>You re-scramble \the [src]'s voice synthesizer.</span>")
return 1
/obj/item/device/megaphone/super/verb/turn_volume_dial()
set name = "Change Volume"
set desc = "Allows you to change the megaphone's volume."
set category = "Object"
adjust_volume(usr)
/obj/item/device/megaphone/super/proc/adjust_volume(var/mob/living/user)
var/new_volume = input(user, "Set Volume") as null|anything in volume_options
if(new_volume && Adjacent(user))
broadcast_size = new_volume
/obj/item/device/megaphone/super/verb/change_font()
set name = "Change... Pronunciation?"
set desc = "Allows you to change the megaphone's font."
set category = "Object"
adjust_font(usr)
/obj/item/device/megaphone/super/proc/adjust_font(var/mob/living/user)
var/new_font = input(user, "Set Volume") as null|anything in font_options
if(new_font && Adjacent(user))
broadcast_font = new_font
/obj/item/device/megaphone/super/verb/change_color()
set name = "Change... Tune?"
set desc = "Allows you to change the megaphone's color."
set category = "Object"
adjust_color(usr)
/obj/item/device/megaphone/super/proc/adjust_color(var/mob/living/user)
var/new_color = input(user, "Set Volume") as null|anything in color_options
if(new_color && Adjacent(user))
broadcast_color = new_color
/obj/item/device/megaphone/super/do_broadcast(var/mob/living/user, var/message)
if ((src.loc == user && usr.stat == 0))
if(emagged)
if(insults)
user.audible_message("<B>[user]</B> broadcasts, <FONT size=[broadcast_size] face='[broadcast_font]' color='[broadcast_color]'>\"[pick(insultmsg)]\"</FONT>")
if(broadcast_size >= 11)
var/turf/T = get_turf(user)
playsound(T, 'sound/items/AirHorn.ogg', 100, 1)
for(var/mob/living/carbon/M in oviewers(4, T))
if(M.get_ear_protection() >= 2)
continue
M.sleeping = 0
M.stuttering += 20
M.ear_deaf += 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.make_jittery(50)
insults--
else
user.audible_message("<span class='critical'>*BZZZZzzzzzt*</span>")
if(prob(40) && insults <= 0)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, get_turf(user))
s.start()
user.visible_message("<span class='warning'>\The [src] sparks violently!</span>")
spawn(30)
explosion(get_turf(src), -1, -1, 1, 3, adminlog = 1)
qdel(src)
return
else
user.audible_message("<B>[user]</B> broadcasts, <FONT size=[broadcast_size] face='[broadcast_font]' color='[broadcast_color]'>\"[message]\"</FONT>")
spamcheck = 1
spawn(20)
spamcheck = 0
return
+3 -3
View File
@@ -30,13 +30,13 @@
..()
/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(I.is_screwdriver())
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !!T.is_plating())
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
to_chat(user, "No exposed cable here to attach to.")
return
else
anchored = 1
@@ -45,7 +45,7 @@
playsound(src, I.usesound, 50, 1)
return
else
user << "Device must be placed over an exposed cable to attach to it."
to_chat(user, "Device must be placed over an exposed cable to attach to it.")
return
else
if (mode == 2)
@@ -40,8 +40,8 @@
if(!(..(user, 1) && radio_desc))
return
user << "The following channels are available:"
user << radio_desc
to_chat(user, "The following channels are available:")
to_chat(user, radio_desc)
/obj/item/device/radio/headset/handle_message_mode(mob/living/M as mob, message, channel)
if (channel == "special")
@@ -326,10 +326,10 @@
/obj/item/device/radio/headset/attackby(obj/item/weapon/W as obj, mob/user as mob)
// ..()
user.set_machine(src)
if (!( istype(W, /obj/item/weapon/screwdriver) || (istype(W, /obj/item/device/encryptionkey/ ))))
if(!(W.is_screwdriver() || istype(W, /obj/item/device/encryptionkey)))
return
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
if(keyslot1 || keyslot2)
@@ -353,15 +353,15 @@
keyslot2 = null
recalculateChannels()
user << "You pop out the encryption keys in the headset!"
to_chat(user, "You pop out the encryption keys in the headset!")
playsound(src, W.usesound, 50, 1)
else
user << "This headset doesn't have any encryption keys! How useless..."
to_chat(user, "This headset doesn't have any encryption keys! How useless...")
if(istype(W, /obj/item/device/encryptionkey/))
if(keyslot1 && keyslot2)
user << "The headset can't hold another key!"
to_chat(user, "The headset can't hold another key!")
return
if(!keyslot1)
@@ -118,9 +118,9 @@
/obj/item/device/radio/intercom/attackby(obj/item/W as obj, mob/user as mob)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening the intercom up.
if(W.is_screwdriver()) // Opening the intercom up.
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
to_chat(user, "The wires have been [wiresexposed ? "exposed" : "unexposed"]")
playsound(src, W.usesound, 50, 1)
if(wiresexposed)
if(!on)
@@ -130,7 +130,7 @@
else
icon_state = "intercom"
return
if(wiresexposed && istype(W, /obj/item/weapon/wirecutters))
if(wiresexposed && W.is_wirecutter())
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src, W.usesound, 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
+10 -10
View File
@@ -561,7 +561,7 @@ var/global/list/default_medbay_channels = list(
/obj/item/device/radio/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
user.set_machine(src)
if (!( istype(W, /obj/item/weapon/screwdriver) ))
if (!W.is_screwdriver())
return
b_stat = !( b_stat )
if(!istype(src, /obj/item/device/radio/beacon))
@@ -613,10 +613,10 @@ var/global/list/default_medbay_channels = list(
/obj/item/device/radio/borg/attackby(obj/item/weapon/W as obj, mob/user as mob)
// ..()
user.set_machine(src)
if (!( istype(W, /obj/item/weapon/screwdriver) || (istype(W, /obj/item/device/encryptionkey/ ))))
if (!(W.is_screwdriver() || istype(W, /obj/item/device/encryptionkey)))
return
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
if(keyslot)
@@ -632,15 +632,15 @@ var/global/list/default_medbay_channels = list(
keyslot = null
recalculateChannels()
user << "You pop out the encryption key in the radio!"
to_chat(user, "You pop out the encryption key in the radio!")
playsound(src, W.usesound, 50, 1)
else
user << "This radio doesn't have any encryption keys!"
to_chat(user, "This radio doesn't have any encryption keys!")
if(istype(W, /obj/item/device/encryptionkey/))
if(keyslot)
user << "The radio can't hold another key!"
to_chat(user, "The radio can't hold another key!")
return
if(!keyslot)
@@ -692,9 +692,9 @@ var/global/list/default_medbay_channels = list(
if(enable_subspace_transmission != subspace_transmission)
subspace_transmission = !subspace_transmission
if(subspace_transmission)
usr << "<span class='notice'>Subspace Transmission is enabled</span>"
to_chat(usr, "<span class='notice'>Subspace Transmission is enabled</span>")
else
usr << "<span class='notice'>Subspace Transmission is disabled</span>"
to_chat(usr, "<span class='notice'>Subspace Transmission is disabled</span>")
if(subspace_transmission == 0)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
channels = list()
@@ -707,10 +707,10 @@ var/global/list/default_medbay_channels = list(
shut_up = !shut_up
if(shut_up)
canhear_range = 0
usr << "<span class='notice'>Loadspeaker disabled.</span>"
to_chat(usr, "<span class='notice'>Loadspeaker disabled.</span>")
else
canhear_range = 3
usr << "<span class='notice'>Loadspeaker enabled.</span>"
to_chat(usr, "<span class='notice'>Loadspeaker enabled.</span>")
. = 1
if(.)
+14 -14
View File
@@ -122,7 +122,7 @@
cell.add_fingerprint(user)
cell.update_icon()
user << "You remove \the [src.cell]."
to_chat(user, "You remove \the [src.cell].")
src.cell = null
updateicon()
return
@@ -134,16 +134,16 @@
turn_off()
else
turn_on()
user << "<span class='notice'>You switch \the [src] [on ? "on" : "off"].</span>"
to_chat(user, "<span class='notice'>You switch \the [src] [on ? "on" : "off"].</span>")
/obj/item/device/suit_cooling_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
if (W.is_screwdriver())
if(cover_open)
cover_open = 0
user << "You screw the panel into place."
to_chat(user, "You screw the panel into place.")
else
cover_open = 1
user << "You unscrew the panel."
to_chat(user, "You unscrew the panel.")
playsound(src, W.usesound, 50, 1)
updateicon()
return
@@ -151,12 +151,12 @@
if (istype(W, /obj/item/weapon/cell))
if(cover_open)
if(cell)
user << "There is a [cell] already installed here."
to_chat(user, "There is a [cell] already installed here.")
else
user.drop_item()
W.loc = src
cell = W
user << "You insert the [cell]."
to_chat(user, "You insert the [cell].")
updateicon()
return
@@ -177,19 +177,19 @@
if (on)
if (attached_to_suit(src.loc))
user << "It's switched on and running."
to_chat(user, "It's switched on and running.")
else
user << "It's switched on, but not attached to anything."
to_chat(user, "It's switched on, but not attached to anything.")
else
user << "It is switched off."
to_chat(user, "It is switched off.")
if (cover_open)
if(cell)
user << "The panel is open, exposing the [cell]."
to_chat(user, "The panel is open, exposing the [cell].")
else
user << "The panel is open."
to_chat(user, "The panel is open.")
if (cell)
user << "The charge meter reads [round(cell.percent())]%."
to_chat(user, "The charge meter reads [round(cell.percent())]%.")
else
user << "It doesn't have a power cell installed."
to_chat(user, "It doesn't have a power cell installed.")
@@ -414,7 +414,7 @@
/obj/item/device/tape/attackby(obj/item/I, mob/user, params)
if(ruined && istype(I, /obj/item/weapon/screwdriver))
if(ruined && I.is_screwdriver())
to_chat(user, "<span class='notice'>You start winding the tape back in...</span>")
playsound(src, I.usesound, 50, 1)
if(do_after(user, 120 * I.toolspeed, target = src))
+1 -1
View File
@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
matter = list("glass" = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/mouse)
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_animal/mouse)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
/obj/item/glass_jar/New()
+44
View File
@@ -1042,6 +1042,50 @@
name = "tuxedo cat plushie"
icon_state = "tuxedocat"
// nah, squids are better than foxes :>
/obj/item/toy/plushie/squid/green
name = "green squid plushie"
desc = "A small, cute and loveable squid friend. This one is green."
icon = 'icons/obj/toy.dmi'
icon_state = "greensquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/squid/mint
name = "mint squid plushie"
desc = "A small, cute and loveable squid friend. This one is mint coloured."
icon = 'icons/obj/toy.dmi'
icon_state = "mintsquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/squid/blue
name = "blue squid plushie"
desc = "A small, cute and loveable squid friend. This one is blue."
icon = 'icons/obj/toy.dmi'
icon_state = "bluesquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/squid/orange
name = "orange squid plushie"
desc = "A small, cute and loveable squid friend. This one is orange."
icon = 'icons/obj/toy.dmi'
icon_state = "orangesquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/squid/yellow
name = "yellow squid plushie"
desc = "A small, cute and loveable squid friend. This one is yellow."
icon = 'icons/obj/toy.dmi'
icon_state = "yellowsquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/squid/pink
name = "pink squid plushie"
desc = "A small, cute and loveable squid friend. This one is pink."
icon = 'icons/obj/toy.dmi'
icon_state = "pinksquid"
slot_flags = SLOT_HEAD
/obj/item/toy/plushie/therapy/red
name = "red therapy doll"
desc = "A toy for therapeutic and recreational purposes. This one is red."
@@ -153,11 +153,6 @@
name = T_BOARD("disease splicer")
build_path = /obj/machinery/computer/diseasesplicer
/obj/item/weapon/circuitboard/ordercomp
name = T_BOARD("supply ordering console")
build_path = /obj/machinery/computer/ordercomp
origin_tech = list(TECH_DATA = 2)
/obj/item/weapon/circuitboard/mining_shuttle
name = T_BOARD("mining shuttle console")
build_path = /obj/machinery/computer/shuttle_control/mining
@@ -7,15 +7,15 @@
build_path = /obj/machinery/computer/rdconsole/core
/obj/item/weapon/circuitboard/rdconsole/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
if(I.is_screwdriver())
playsound(src, I.usesound, 50, 1)
user.visible_message("<span class='notice'>\The [user] adjusts the jumper on \the [src]'s access protocol pins.</span>", "<span class='notice'>You adjust the jumper on the access protocol pins.</span>")
if(build_path == /obj/machinery/computer/rdconsole/core)
name = T_BOARD("RD Console - Robotics")
build_path = /obj/machinery/computer/rdconsole/robotics
user << "<span class='notice'>Access protocols set to robotics.</span>"
to_chat(user, "<span class='notice'>Access protocols set to robotics.</span>")
else
name = T_BOARD("RD Console")
build_path = /obj/machinery/computer/rdconsole/core
user << "<span class='notice'>Access protocols set to default.</span>"
to_chat(user, "<span class='notice'>Access protocols set to default.</span>")
return
@@ -3,11 +3,16 @@
#endif
/obj/item/weapon/circuitboard/supplycomp
name = T_BOARD("supply control console")
name = T_BOARD("supply ordering console")
build_path = /obj/machinery/computer/supplycomp
origin_tech = list(TECH_DATA = 3)
origin_tech = list(TECH_DATA = 2)
var/contraband_enabled = 0
/obj/item/weapon/circuitboard/supplycomp/control
name = T_BOARD("supply ordering console")
build_path = /obj/machinery/computer/supplycomp/control
origin_tech = list(TECH_DATA = 3)
/obj/item/weapon/circuitboard/supplycomp/construct(var/obj/machinery/computer/supplycomp/SC)
if (..(SC))
SC.can_order_contraband = contraband_enabled
@@ -12,17 +12,17 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/stock_parts/scanning_module = 1)
obj/item/weapon/circuitboard/rdserver/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
if(I.is_screwdriver())
playsound(src, I.usesound, 50, 1)
user.visible_message("<span class='notice'>\The [user] adjusts the jumper on \the [src]'s access protocol pins.</span>", "<span class='notice'>You adjust the jumper on the access protocol pins.</span>")
if(build_path == /obj/machinery/r_n_d/server/core)
name = T_BOARD("RD Console - Robotics")
build_path = /obj/machinery/r_n_d/server/robotics
user << "<span class='notice'>Access protocols set to robotics.</span>"
to_chat(user, "<span class='notice'>Access protocols set to robotics.</span>")
else
name = T_BOARD("RD Console")
build_path = /obj/machinery/r_n_d/server/core
user << "<span class='notice'>Access protocols set to default.</span>"
to_chat(user, "<span class='notice'>Access protocols set to default.</span>")
return
/obj/item/weapon/circuitboard/destructive_analyzer
@@ -25,11 +25,11 @@
return ..()
/obj/item/weapon/plastique/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(I.is_screwdriver())
open_panel = !open_panel
user << "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>"
playsound(src, I.usesound, 50, 1)
else if(istype(I, /obj/item/weapon/wirecutters) || istype(I, /obj/item/device/multitool) || istype(I, /obj/item/device/assembly/signaler ))
else if(I.is_wirecutter() || istype(I, /obj/item/device/multitool) || istype(I, /obj/item/device/assembly/signaler ))
wires.Interact(user)
else
..()
@@ -70,7 +70,7 @@
/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
if(iswrench(W) && !status)//Taking this apart
if(W.is_wrench() && !status)//Taking this apart
var/turf/T = get_turf(src)
if(weldtool)
weldtool.loc = T
@@ -85,7 +85,7 @@
qdel(src)
return
if(isscrewdriver(W) && igniter && !lit)
if(W.is_screwdriver() && igniter && !lit)
status = !status
user << "<span class='notice'>[igniter] is now [status ? "secured" : "unsecured"]!</span>"
update_icon()
@@ -46,7 +46,7 @@
/obj/effect/spresent/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (!istype(W, /obj/item/weapon/wirecutters))
if (!W.is_wirecutter())
user << "<span class='warning'>I need wirecutters for that.</span>"
return
@@ -129,7 +129,8 @@
if (!( locate(/obj/structure/table, src.loc) ))
user << "<span class='warning'>You MUST put the paper on a table!</span>"
if (W.w_class < ITEMSIZE_LARGE)
if (user.get_type_in_hands(/obj/item/weapon/wirecutters))
var/obj/item/I = user.get_inactive_hand()
if(I.is_wirecutter())
var/a_used = 2 ** (src.w_class - 1)
if (src.amount < a_used)
user << "<span class='warning'>You need more paper!</span>"
@@ -6,7 +6,7 @@
det_time = 20
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
/obj/item/weapon/grenade/anti_photon/prime()
/obj/item/weapon/grenade/anti_photon/detonate()
playsound(src.loc, 'sound/effects/phasein.ogg', 50, 1, 5)
set_light(10, -10, "#FFFFFF")
@@ -41,7 +41,7 @@
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
user << "<span class='warning'>You prime \the [name]!</span>"
to_chat(user, "<span class='warning'>You prime \the [name]!</span>")
msg_admin_attack("[key_name_admin(user)] primed \a [src]")
@@ -56,13 +56,13 @@
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
user << "<span class='warning'>Assembly must contain one igniter.</span>"
to_chat(user, "<span class='warning'>Assembly must contain one igniter.</span>")
return
if(!det.secured)
user << "<span class='warning'>Assembly must be secured with screwdriver.</span>"
to_chat(user, "<span class='warning'>Assembly must be secured with screwdriver.</span>")
return
path = 1
user << "<span class='notice'>You add [W] to the metal casing.</span>"
to_chat(user, "<span class='notice'>You add [W] to the metal casing.</span>")
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
@@ -76,26 +76,26 @@
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
else if(W.is_screwdriver() && path != 2)
if(stage == 1)
path = 1
if(beakers.len)
user << "<span class='notice'>You lock the assembly.</span>"
to_chat(user, "<span class='notice'>You lock the assembly.</span>")
name = "grenade"
else
// user << "<span class='warning'>You need to add at least one beaker before locking the assembly.</span>"
user << "<span class='notice'>You lock the empty assembly.</span>"
// to_chat(user, "<span class='warning'>You need to add at least one beaker before locking the assembly.</span>")
to_chat(user, "<span class='notice'>You lock the empty assembly.</span>")
name = "fake grenade"
playsound(src, W.usesound, 50, 1)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
user << "<span class='warning'>You trigger the assembly!</span>"
prime()
to_chat(user, "<span class='warning'>You trigger the assembly!</span>")
detonate()
return
else
user << "<span class='notice'>You unlock the assembly.</span>"
to_chat(user, "<span class='notice'>You unlock the assembly.</span>")
playsound(src.loc, W.usesound, 50, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
@@ -104,23 +104,23 @@
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
user << "<span class='warning'>The grenade can not hold more containers.</span>"
to_chat(user, "<span class='warning'>The grenade can not hold more containers.</span>")
return
else
if(W.reagents.total_volume)
user << "<span class='notice'>You add \the [W] to the assembly.</span>"
to_chat(user, "<span class='notice'>You add \the [W] to the assembly.</span>")
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
user << "<span class='warning'>\The [W] is empty.</span>"
to_chat(user, "<span class='warning'>\The [W] is empty.</span>")
examine(mob/user)
..(user)
if(detonator)
user << "With attached [detonator.name]"
to_chat(user, "With attached [detonator.name]")
activate(mob/user as mob)
if(active) return
@@ -144,7 +144,7 @@
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
prime()
detonate()
if(!stage || stage<2) return
var/has_reagents = 0
@@ -8,11 +8,11 @@
var/emp_light = 7
var/emp_long = 10
prime()
..()
if(empulse(src, emp_heavy, emp_med, emp_light, emp_long))
qdel(src)
return
/obj/item/weapon/grenade/empgrenade/detonate()
..()
if(empulse(src, emp_heavy, emp_med, emp_light, emp_long))
qdel(src)
return
/obj/item/weapon/grenade/empgrenade/low_yield
name = "low yield emp grenade"
@@ -45,7 +45,7 @@
var/spread_range = 7
loadable = null
/obj/item/weapon/grenade/explosive/prime()
/obj/item/weapon/grenade/explosive/detonate()
..()
var/turf/O = get_turf(src)
@@ -6,7 +6,7 @@
var/max_range = 10 //The maximum range possible, including species effect mods. Cuts off at 7 for normal humans. Should be 3 higher than your intended target range for affecting normal humans.
var/banglet = 0
/obj/item/weapon/grenade/flashbang/prime()
/obj/item/weapon/grenade/flashbang/detonate()
..()
for(var/obj/structure/closet/L in hear(max_range, get_turf(src)))
if(locate(/mob/living/carbon/, L))
@@ -24,6 +24,7 @@
new/obj/effect/effect/sparks(src.loc)
new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
qdel(src)
return
@@ -93,35 +94,37 @@
else if(M.ear_damage >= 5)
to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
/obj/item/weapon/grenade/flashbang/Destroy()
walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
return ..()
/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
desc = "Use of this weapon may constiute a war crime in your area, consult your local Colony Director."
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/can_repeat = TRUE // Does this thing drop mini-clusterbangs?
var/min_banglets = 4
var/max_banglets = 8
/obj/item/weapon/grenade/flashbang/clusterbang/prime()
var/numspawned = rand(4,8)
/obj/item/weapon/grenade/flashbang/clusterbang/detonate()
var/numspawned = rand(min_banglets, max_banglets)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
again++
numspawned --
for(,numspawned > 0, numspawned--)
spawn(0)
new /obj/item/weapon/grenade/flashbang/cluster(src.loc)//Launches flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
if(can_repeat)
for(var/more = numspawned, more > 0, more--)
if(prob(35))
again++
numspawned--
for(,again > 0, again--)
spawn(0)
new /obj/item/weapon/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(var/do_spawn = numspawned, do_spawn > 0, do_spawn--)
new /obj/item/weapon/grenade/flashbang/cluster(src.loc)//Launches flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(var/do_again = again, do_again > 0, do_again--)
new /obj/item/weapon/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
qdel(src)
return
@@ -130,41 +133,34 @@
name = "clusterbang segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
can_repeat = FALSE
banglet = TRUE
/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
..()
icon_state = "clusterbang_segment_active"
active = 1
banglet = 1
var/stepdist = rand(1,4)//How far to step
var/temploc = src.loc//Saves the current location to know where to step away from
walk_away(src,temploc,stepdist)//I must go, my people need me
var/dettime = rand(15,60)
spawn(dettime)
prime()
..()
detonate()
/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
var/numspawned = rand(4,8)
for(var/more = numspawned,more > 0,more--)
if(prob(35))
numspawned --
for(,numspawned > 0, numspawned--)
spawn(0)
new /obj/item/weapon/grenade/flashbang/cluster(src.loc)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
qdel(src)
return
/obj/item/weapon/grenade/flashbang/cluster
banglet = TRUE
/obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
spawn(0)
icon_state = "flashbang_active"
active = 1
banglet = 1
var/stepdist = rand(1,3)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
prime()
..()
icon_state = "flashbang_active"
var/stepdist = rand(1,3)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
detonate()
@@ -13,6 +13,7 @@
var/active = 0
var/det_time = 50
var/loadable = 1
var/arm_sound = 'sound/weapons/armbomb.ogg'
/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
if((CLUMSY in user.mutations) && prob(50))
@@ -21,7 +22,7 @@
activate(user)
add_fingerprint(user)
spawn(5)
prime()
detonate()
return 0
return 1
@@ -35,7 +36,7 @@
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(det_time)
prime()
detonate()
return
user.set_dir(get_dir(user, target))
user.drop_item()
@@ -76,14 +77,14 @@
icon_state = initial(icon_state) + "_active"
active = 1
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
playsound(loc, arm_sound, 75, 1, -3)
spawn(det_time)
prime()
detonate()
return
/obj/item/weapon/grenade/proc/prime()
/obj/item/weapon/grenade/proc/detonate()
// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
@@ -91,7 +92,7 @@
/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(W.is_screwdriver())
switch(det_time)
if (1)
det_time = 10
@@ -20,7 +20,7 @@
smoke = null
return ..()
/obj/item/weapon/grenade/smokebomb/prime()
/obj/item/weapon/grenade/smokebomb/detonate()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
src.smoke.set_up(10, 0, usr.loc)
spawn(0)
@@ -9,8 +9,8 @@
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
// Prime now just handles the two loops that query for people in lockers and people who can see it.
/obj/item/weapon/grenade/spawnergrenade/prime()
// Detonate now just handles the two loops that query for people in lockers and people who can see it.
/obj/item/weapon/grenade/spawnergrenade/detonate()
if(spawner_type && deliveryamt)
// Make a quick flash
@@ -31,7 +31,7 @@
/obj/item/weapon/grenade/spawnergrenade/manhacks
name = "manhack delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/viscerator
spawner_type = /mob/living/simple_mob/mechanical/viscerator
deliveryamt = 5
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
@@ -43,7 +43,7 @@
/obj/item/weapon/grenade/spawnergrenade/spider
name = "spider delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/giant_spider/hunter
spawner_type = /mob/living/simple_mob/animal/giant_spider/hunter
deliveryamt = 3
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
@@ -0,0 +1,36 @@
/obj/item/weapon/grenade/supermatter
name = "supermatter grenade"
icon_state = "banana"
item_state = "emergency_engi"
origin_tech = list(TECH_BLUESPACE = 5, TECH_MAGNET = 4, TECH_ENGINEERING = 5)
arm_sound = 'sound/effects/3.wav'
var/implode_at
/obj/item/weapon/grenade/supermatter/Destroy()
if(implode_at)
processing_objects -= src
. = ..()
/obj/item/weapon/grenade/supermatter/detonate()
..()
processing_objects += src
implode_at = world.time + 10 SECONDS
update_icon()
playsound(src, 'sound/weapons/wave.ogg', 100)
/obj/item/weapon/grenade/supermatter/update_icon()
overlays.Cut()
if(implode_at)
overlays += image(icon = 'icons/rust.dmi', icon_state = "emfield_s1")
/obj/item/weapon/grenade/supermatter/process()
if(!isturf(loc))
if(ismob(loc))
var/mob/M = loc
M.drop_from_inventory(src)
forceMove(get_turf(src))
playsound(src, 'sound/effects/supermatter.ogg', 100)
supermatter_pull(src, world.view, STAGE_THREE)
if(world.time > implode_at)
explosion(loc, 1, 3, 5, 4)
qdel(src)
@@ -39,7 +39,7 @@
IC.examine(user)
/obj/item/weapon/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) || istype(O, /obj/item/weapon/cell/device) )
if(O.is_crowbar() || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || O.is_screwdriver() || istype(O, /obj/item/weapon/cell/device) )
IC.attackby(O, user)
else
..()
@@ -7,8 +7,8 @@
thrown_force_divisor = 0.1
/obj/item/weapon/material/butterflyconstruction/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
user << "You finish the concealed blade weapon."
if(W.is_screwdriver())
to_chat(user, "You finish the concealed blade weapon.")
playsound(src, W.usesound, 50, 1)
new /obj/item/weapon/material/butterfly(user.loc, material.name)
qdel(src)
@@ -33,7 +33,7 @@
/obj/item/weapon/material/butterflyhandle/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/material/butterflyblade))
var/obj/item/weapon/material/butterflyblade/B = W
user << "You attach the two concealed blade parts."
to_chat(user, "You attach the two concealed blade parts.")
new /obj/item/weapon/material/butterflyconstruction(user.loc, B.material.name)
qdel(W)
qdel(src)
@@ -58,10 +58,10 @@
if(istype(I, /obj/item/weapon/material/shard) || istype(I, /obj/item/weapon/material/butterflyblade))
var/obj/item/weapon/material/tmp_shard = I
finished = new /obj/item/weapon/material/twohanded/spear(get_turf(user), tmp_shard.material.name)
user << "<span class='notice'>You fasten \the [I] to the top of the rod with the cable.</span>"
else if(istype(I, /obj/item/weapon/wirecutters))
to_chat(user, "<span class='notice'>You fasten \the [I] to the top of the rod with the cable.</span>")
else if(I.is_wirecutter())
finished = new /obj/item/weapon/melee/baton/cattleprod(get_turf(user))
user << "<span class='notice'>You fasten the wirecutters to the top of the rod with the cable, prongs outward.</span>"
to_chat(user, "<span class='notice'>You fasten the wirecutters to the top of the rod with the cable, prongs outward.</span>")
if(finished)
user.drop_from_inventory(src)
user.drop_from_inventory(I)
@@ -12,7 +12,7 @@
var/epitaph = "" //A quick little blurb
/obj/item/weapon/material/gravemarker/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
var/carving_1 = sanitizeSafe(input(user, "Who is \the [src.name] for?", "Gravestone Naming", null) as text, MAX_NAME_LEN)
if(carving_1)
user.visible_message("[user] starts carving \the [src.name].", "You start carving \the [src.name].")
@@ -27,7 +27,7 @@
user.visible_message("[user] carves something into \the [src.name].", "You carve your message into \the [src.name].")
epitaph += carving_2
update_icon()
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
user.visible_message("[user] starts carving \the [src.name].", "You start carving \the [src.name].")
if(do_after(user, material.hardness * W.toolspeed))
material.place_dismantled_product(get_turf(src))
+21 -21
View File
@@ -43,11 +43,11 @@
icon_state = "utility"
can_hold = list(
///obj/item/weapon/combitool,
/obj/item/weapon/crowbar,
/obj/item/weapon/screwdriver,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/weldingtool,
/obj/item/weapon/wirecutters,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/wirecutters,
/obj/item/weapon/tool/wrench,
/obj/item/device/multitool,
/obj/item/device/flashlight,
/obj/item/weapon/cell/device,
@@ -71,21 +71,21 @@
/obj/item/weapon/storage/belt/utility/full
starts_with = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/crowbar,
/obj/item/weapon/wirecutters,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/tool/wirecutters,
/obj/item/stack/cable_coil/random_belt
)
/obj/item/weapon/storage/belt/utility/atmostech
starts_with = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/crowbar,
/obj/item/weapon/wirecutters,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/tool/wirecutters,
)
/obj/item/weapon/storage/belt/utility/chief
@@ -96,8 +96,8 @@
/obj/item/weapon/storage/belt/utility/chief/full
starts_with = list(
/obj/item/weapon/screwdriver/power,
/obj/item/weapon/crowbar/power,
/obj/item/weapon/tool/screwdriver/power,
/obj/item/weapon/tool/crowbar/power,
/obj/item/weapon/weldingtool/experimental,
/obj/item/device/multitool,
/obj/item/stack/cable_coil/random_belt,
@@ -130,7 +130,7 @@
/obj/item/clothing/gloves,
/obj/item/weapon/reagent_containers/hypospray,
/obj/item/clothing/glasses,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/device/flashlight,
/obj/item/weapon/cell/device,
/obj/item/weapon/extinguisher/mini,
@@ -241,11 +241,11 @@
/obj/item/weapon/storage/belt/utility/alien/full
starts_with = list(
/obj/item/weapon/screwdriver/alien,
/obj/item/weapon/wrench/alien,
/obj/item/weapon/tool/screwdriver/alien,
/obj/item/weapon/tool/wrench/alien,
/obj/item/weapon/weldingtool/alien,
/obj/item/weapon/crowbar/alien,
/obj/item/weapon/wirecutters/alien,
/obj/item/weapon/tool/crowbar/alien,
/obj/item/weapon/tool/wirecutters/alien,
/obj/item/device/multitool/alien,
/obj/item/stack/cable_coil/alien
)
@@ -278,7 +278,7 @@
/obj/item/clothing/gloves,
/obj/item/weapon/reagent_containers/hypospray,
/obj/item/clothing/glasses,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/device/flashlight,
/obj/item/weapon/cell/device,
/obj/item/weapon/extinguisher/mini,
@@ -368,7 +368,7 @@
/obj/item/weapon/clipboard,
/obj/item/weapon/anodevice,
/obj/item/clothing/glasses,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/storage/excavation,
/obj/item/weapon/anobattery,
/obj/item/device/ano_scanner,
@@ -41,13 +41,13 @@
playsound(src.loc, "sparks", 50, 1)
return
if (istype(W, /obj/item/weapon/screwdriver))
if (W.is_screwdriver())
if (do_after(user, 20 * W.toolspeed))
src.open =! src.open
playsound(src, W.usesound, 50, 1)
user.show_message(text("<span class='notice'>You [] the service panel.</span>", (src.open ? "open" : "close")))
return
if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
if (istype(W, /obj/item/device/multitool) && (src.open == 1)&& (!src.l_hacking))
user.show_message("<span class='notice'>Now attempting to reset internal memory, please hold.</span>", 1)
src.l_hacking = 1
if (do_after(usr, 100))
@@ -135,7 +135,7 @@
src.overlays = null
overlays += image('icons/obj/storage.dmi', icon_locking)
locked = 0
user << (feedback ? feedback : "You short out the lock of \the [src].")
to_chat(user, (feedback ? feedback : "You short out the lock of \the [src]."))
return 1
// -----------------------------
@@ -156,7 +156,7 @@
attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
to_chat(user, "<span class='warning'>[src] is locked and cannot be opened!</span>")
else if ((src.loc == user) && (!src.locked))
src.open(usr)
else
@@ -20,7 +20,7 @@
icon_state = "red"
item_state_slots = list(slot_r_hand_str = "toolbox_red", slot_l_hand_str = "toolbox_red")
starts_with = list(
/obj/item/weapon/crowbar/red,
/obj/item/weapon/tool/crowbar/red,
/obj/item/weapon/extinguisher/mini,
/obj/item/device/radio
)
@@ -36,12 +36,12 @@
icon_state = "blue"
item_state_slots = list(slot_r_hand_str = "toolbox_blue", slot_l_hand_str = "toolbox_blue")
starts_with = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/device/analyzer,
/obj/item/weapon/wirecutters
/obj/item/weapon/tool/wirecutters
)
/obj/item/weapon/storage/toolbox/electrical
@@ -49,10 +49,10 @@
icon_state = "yellow"
item_state_slots = list(slot_r_hand_str = "toolbox_yellow", slot_l_hand_str = "toolbox_yellow")
starts_with = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wirecutters,
/obj/item/device/t_scanner,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/stack/cable_coil/random_belt,
/obj/item/stack/cable_coil/random_belt
)
@@ -72,20 +72,20 @@
force = 14
starts_with = list(
/obj/item/clothing/gloves/yellow,
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/crowbar,
/obj/item/weapon/wirecutters,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/tool/wirecutters,
/obj/item/device/multitool
)
/obj/item/weapon/storage/toolbox/syndicate/powertools
starts_with = list(
/obj/item/clothing/gloves/yellow,
/obj/item/weapon/screwdriver/power,
/obj/item/weapon/tool/screwdriver/power,
/obj/item/weapon/weldingtool/experimental,
/obj/item/weapon/crowbar/power,
/obj/item/weapon/tool/crowbar/power,
/obj/item/device/multitool,
/obj/item/stack/cable_coil/random_belt,
/obj/item/device/analyzer
@@ -223,19 +223,19 @@
/obj/item/weapon/storage/box/syndie_kit/demolitions
starts_with = list(
/obj/item/weapon/syndie/c4explosive,
/obj/item/weapon/screwdriver
/obj/item/weapon/tool/screwdriver
)
/obj/item/weapon/storage/box/syndie_kit/demolitions_heavy
starts_with = list(
/obj/item/weapon/syndie/c4explosive/heavy,
/obj/item/weapon/screwdriver
/obj/item/weapon/tool/screwdriver
)
/obj/item/weapon/storage/box/syndie_kit/demolitions_super_heavy
starts_with = list(
/obj/item/weapon/syndie/c4explosive/heavy/super_heavy,
/obj/item/weapon/screwdriver
/obj/item/weapon/tool/screwdriver
)
/obj/item/weapon/storage/secure/briefcase/rifle
@@ -253,8 +253,8 @@
description_fluff = "The container, upon opening, looks to have a few oddly shaped indentations in its packing."
description_antag = "This case will likely contain a charged fuel rod gun, and a few fuel rods to go with it. It can only hold the fuel rod gun, fuel rods, batteries, a screwdriver, and stock machine parts."
force = 12 //Anti-rad lined i.e. Lead, probably gonna hurt a bit if you get bashed with it.
can_hold = list(/obj/item/weapon/gun/magnetic/fuelrod, /obj/item/weapon/fuel_assembly, /obj/item/weapon/cell, /obj/item/weapon/stock_parts, /obj/item/weapon/screwdriver)
cant_hold = list(/obj/item/weapon/screwdriver/power)
can_hold = list(/obj/item/weapon/gun/magnetic/fuelrod, /obj/item/weapon/fuel_assembly, /obj/item/weapon/cell, /obj/item/weapon/stock_parts, /obj/item/weapon/tool/screwdriver)
cant_hold = list(/obj/item/weapon/tool/screwdriver/power)
starts_with = list(
/obj/item/weapon/gun/magnetic/fuelrod,
/obj/item/weapon/fuel_assembly/deuterium,
@@ -262,5 +262,5 @@
/obj/item/weapon/fuel_assembly/tritium,
/obj/item/weapon/fuel_assembly/tritium,
/obj/item/weapon/fuel_assembly/phoron,
/obj/item/weapon/screwdriver
/obj/item/weapon/tool/screwdriver
)
@@ -32,12 +32,12 @@
/obj/item/weapon/photo,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/sample,
/obj/item/weapon/screwdriver,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/stamp,
/obj/item/clothing/accessory/permit,
/obj/item/clothing/accessory/badge
)
cant_hold = list(/obj/item/weapon/screwdriver/power)
cant_hold = list(/obj/item/weapon/tool/screwdriver/power)
slot_flags = SLOT_ID
var/obj/item/weapon/card/id/front_id = null
+3 -3
View File
@@ -91,7 +91,7 @@
else if(lit && detonator_mode)
switch(alert(user, "What would you like to do?", "Lighter", "Press the button.", "Close the lighter."))
if("Press the button.")
user << "<span class='warning'>You press the button.</span>"
to_chat(user, "<span class='warning'>You press the button.</span>")
icon_state = "[base_state]click"
if(src.bomb)
src.bomb.detonate()
@@ -106,7 +106,7 @@
/obj/item/weapon/flame/lighter/zippo/c4detonator/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
detonator_mode = !detonator_mode
playsound(src, W.usesound, 50, 1)
user << "<span class='notice'>You unscrew the top panel of \the [src] revealing a button.</span>"
to_chat(user, "<span class='notice'>You unscrew the top panel of \the [src] revealing a button.</span>")
@@ -130,7 +130,7 @@ var/list/global/tank_gauge_cache = list()
to_chat(user, "<span class='notice'>You attach the wires to the tank.</span>")
src.add_bomb_overlay()
if(istype(W, /obj/item/weapon/wirecutters))
if(W.is_wirecutter())
if(wired && src.proxyassembly.assembly)
to_chat(user, "<span class='notice'>You carefully begin clipping the wires that attach to the tank.</span>")
@@ -0,0 +1,63 @@
// File is unticked because this is entirely untested old code
/*
* Combitool
*/
/obj/item/weapon/combitool
name = "combi-tool"
desc = "It even has one of those nubbins for doing the thingy."
icon = 'icons/obj/items.dmi'
icon_state = "combitool"
w_class = ITEMSIZE_SMALL
var/list/spawn_tools = list(
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/tool/wirecutters,
/obj/item/weapon/material/knife,
/obj/item/weapon/material/kitchen/utensil/fork,
/obj/item/weapon/material/knife/machete/hatchet
)
var/list/tools = list()
var/current_tool = 1
/obj/item/weapon/combitool/examine()
..()
if(loc == usr && tools.len)
to_chat(usr, "It has the following fittings:")
for(var/obj/item/tool in tools)
to_chat(usr, "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]")
/obj/item/weapon/combitool/New()
..()
for(var/type in spawn_tools)
tools |= new type(src)
/obj/item/weapon/combitool/attack_self(mob/user as mob)
if(++current_tool > tools.len) current_tool = 1
var/obj/item/tool = tools[current_tool]
if(!tool)
to_chat(user, "You can't seem to find any fittings in \the [src].")
else
to_chat(user, "You switch \the [src] to the [tool.name] fitting.")
return 1
/obj/item/weapon/combitool/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!M.Adjacent(user))
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
return (tool ? tool.attack(M,user) : 0)
/obj/item/weapon/combitool/afterattack(var/atom/target, var/mob/living/user, proximity, params)
if(!proximity)
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
tool.loc = user
var/resolved = target.attackby(tool,user)
if(!resolved && tool && target)
tool.afterattack(target,user,1)
if(tool)
tool.loc = src
@@ -0,0 +1,77 @@
/*
* Crowbar
*/
/obj/item/weapon/tool/crowbar
name = "crowbar"
desc = "Used to remove floors and to pry open doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throwforce = 7
pry = 1
item_state = "crowbar"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/crowbar.ogg'
toolspeed = 1
/obj/item/weapon/tool/crowbar/is_crowbar()
return TRUE
/obj/item/weapon/tool/crowbar/red
icon = 'icons/obj/tools.dmi'
icon_state = "red_crowbar"
item_state = "crowbar_red"
/obj/item/weapon/tool/crowbar/alien
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 = list(TECH_COMBAT = 4, TECH_ENGINEERING = 4)
/obj/item/weapon/tool/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbars in industrial synthetics."
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 0.5
/obj/item/weapon/tool/crowbar/power
name = "jaws of life"
desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head."
icon_state = "jaws_pry"
item_state = "jawsoflife"
matter = list(MAT_METAL=150, MAT_SILVER=50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
var/obj/item/weapon/tool/wirecutters/power/counterpart = null
/obj/item/weapon/tool/crowbar/power/New(newloc, no_counterpart = TRUE)
..(newloc)
if(!counterpart && no_counterpart)
counterpart = new(src, FALSE)
counterpart.counterpart = src
/obj/item/weapon/tool/crowbar/power/Destroy()
if(counterpart)
counterpart.counterpart = null // So it can qdel cleanly.
qdel_null(counterpart)
return ..()
/obj/item/weapon/tool/crowbar/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
user.drop_item(src)
counterpart.forceMove(get_turf(src))
src.forceMove(counterpart)
user.put_in_active_hand(counterpart)
to_chat(user, "<span class='notice'>You attach the cutting jaws to [src].</span>")
@@ -0,0 +1,125 @@
/*
* Screwdriver
*/
/obj/item/weapon/tool/screwdriver
name = "screwdriver"
desc = "You can be totally screwwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 6
w_class = ITEMSIZE_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/screwdriver.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
sharp = 1
toolspeed = 1
var/random_color = TRUE
/obj/item/weapon/tool/screwdriver/suicide_act(mob/user)
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
viewers(user) << pick("<span class='danger'>\The [user] is stabbing the [src.name] into [TU.his] temple! It looks like [TU.hes] trying to commit suicide.</span>", \
"<span class='danger'>\The [user] is stabbing the [src.name] into [TU.his] heart! It looks like [TU.hes] trying to commit suicide.</span>")
return(BRUTELOSS)
/obj/item/weapon/tool/screwdriver/New()
if(random_color)
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)
..()
/obj/item/weapon/tool/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M) || user.a_intent == "help")
return ..()
if(user.zone_sel.selecting != O_EYES && user.zone_sel.selecting != BP_HEAD)
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/obj/item/weapon/tool/screwdriver/is_screwdriver()
return TRUE
/obj/item/weapon/tool/screwdriver/alien
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver_a"
item_state = "screwdriver_black"
usesound = 'sound/items/pshoom.ogg'
toolspeed = 0.1
random_color = FALSE
/obj/item/weapon/tool/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
/obj/item/weapon/tool/screwdriver/power
name = "hand drill"
desc = "A simple powered hand drill. It's fitted with a screw bit."
icon_state = "drill_screw"
item_state = "drill"
matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
slot_flags = SLOT_BELT
force = 8
w_class = ITEMSIZE_SMALL
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
var/obj/item/weapon/tool/wrench/power/counterpart = null
/obj/item/weapon/tool/screwdriver/power/New(newloc, no_counterpart = TRUE)
..(newloc)
if(!counterpart && no_counterpart)
counterpart = new(src, FALSE)
counterpart.counterpart = src
/obj/item/weapon/tool/screwdriver/power/Destroy()
if(counterpart)
counterpart.counterpart = null // So it can qdel cleanly.
qdel_null(counterpart)
return ..()
/obj/item/weapon/tool/screwdriver/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
user.drop_item(src)
counterpart.forceMove(get_turf(src))
src.forceMove(counterpart)
user.put_in_active_hand(counterpart)
to_chat(user, "<span class='notice'>You attach the bolt driver bit to [src].</span>")
@@ -0,0 +1,93 @@
/*
* Wirecutters
*/
/obj/item/weapon/tool/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 = 2
throw_range = 9
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
sharp = 1
edge = 1
toolspeed = 1
var/random_color = TRUE
/obj/item/weapon/tool/wirecutters/New()
if(random_color && prob(50))
icon_state = "cutters-y"
item_state = "cutters_yellow"
..()
/obj/item/weapon/tool/wirecutters/attack(mob/living/carbon/C as mob, mob/user as mob)
if(istype(C) && user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/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_require_restraints)
C.buckled.unbuckle_mob()
C.update_inv_handcuffed()
return
else
..()
/obj/item/weapon/tool/wirecutters/is_wirecutter()
return TRUE
/obj/item/weapon/tool/wirecutters/alien
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 = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4)
random_color = FALSE
/obj/item/weapon/tool/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires. With science."
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 0.5
/obj/item/weapon/tool/wirecutters/power
name = "jaws of life"
desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head."
icon_state = "jaws_cutter"
item_state = "jawsoflife"
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
matter = list(MAT_METAL=150, MAT_SILVER=50)
usesound = 'sound/items/jaws_cut.ogg'
force = 15
toolspeed = 0.25
random_color = FALSE
var/obj/item/weapon/tool/crowbar/power/counterpart = null
/obj/item/weapon/tool/wirecutters/power/New(newloc, no_counterpart = TRUE)
..(newloc)
if(!counterpart && no_counterpart)
counterpart = new(src, FALSE)
counterpart.counterpart = src
/obj/item/weapon/tool/wirecutters/power/Destroy()
if(counterpart)
counterpart.counterpart = null // So it can qdel cleanly.
qdel_null(counterpart)
return ..()
/obj/item/weapon/tool/wirecutters/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
user.drop_item(src)
counterpart.forceMove(get_turf(src))
src.forceMove(counterpart)
user.put_in_active_hand(counterpart)
to_chat(user, "<span class='notice'>You attach the pry jaws to [src].</span>")
@@ -0,0 +1,71 @@
/*
* Wrench
*/
/obj/item/weapon/tool/wrench
name = "wrench"
desc = "A wrench with many common uses. Can be usually found in your hand."
icon = 'icons/obj/tools.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/ratchet.ogg'
toolspeed = 1
/obj/item/weapon/tool/wrench/is_wrench()
return TRUE
/obj/item/weapon/tool/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in industrial synthetic shells."
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
/obj/item/weapon/tool/wrench/alien
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 = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 5)
/obj/item/weapon/tool/wrench/power
name = "hand drill"
desc = "A simple powered hand drill. It's fitted with a bolt bit."
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
force = 8
w_class = ITEMSIZE_SMALL
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
var/obj/item/weapon/tool/screwdriver/power/counterpart = null
/obj/item/weapon/tool/wrench/power/New(newloc, no_counterpart = TRUE)
..(newloc)
if(!counterpart && no_counterpart)
counterpart = new(src, FALSE)
counterpart.counterpart = src
/obj/item/weapon/tool/wrench/power/Destroy()
if(counterpart)
counterpart.counterpart = null // So it can qdel cleanly.
qdel_null(counterpart)
return ..()
/obj/item/weapon/tool/wrench/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
user.drop_item(src)
counterpart.forceMove(get_turf(src))
src.forceMove(counterpart)
user.put_in_active_hand(counterpart)
to_chat(user, "<span class='notice'>You attach the screw driver bit to [src].</span>")
+1 -1
View File
@@ -39,7 +39,7 @@
/obj/CanUseTopic(var/mob/user, var/datum/topic_state/state)
if(user.CanUseObjTopic(src))
return ..()
user << "<span class='danger'>\icon[src]Access Denied!</span>"
to_chat(user, "<span class='danger'>\icon[src]Access Denied!</span>")
return STATUS_CLOSE
/mob/living/silicon/CanUseObjTopic(var/obj/O)
+12 -12
View File
@@ -10,12 +10,12 @@
icon_state = "welder"
/obj/random/tool/item_to_spawn()
return pick(/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
return pick(/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wirecutters,
/obj/item/weapon/weldingtool,
/obj/item/weapon/weldingtool/largetank,
/obj/item/weapon/crowbar,
/obj/item/weapon/wrench,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/tool/wrench,
/obj/item/device/flashlight,
/obj/item/device/multitool)
@@ -26,8 +26,8 @@
/obj/random/tool/powermaint/item_to_spawn()
return pick(prob(320);/obj/random/tool,
prob(1);/obj/item/weapon/screwdriver/power,
prob(1);/obj/item/weapon/wirecutters/power,
prob(1);/obj/item/weapon/tool/screwdriver/power,
prob(1);/obj/item/weapon/tool/wirecutters/power,
prob(15);/obj/item/weapon/weldingtool/electric,
prob(5);/obj/item/weapon/weldingtool/experimental)
@@ -37,8 +37,8 @@
icon_state = "jaws_pry"
/obj/random/tool/power/item_to_spawn()
return pick(/obj/item/weapon/screwdriver/power,
/obj/item/weapon/wirecutters/power,
return pick(/obj/item/weapon/tool/screwdriver/power,
/obj/item/weapon/tool/wirecutters/power,
/obj/item/weapon/weldingtool/electric,
/obj/item/weapon/weldingtool/experimental)
@@ -49,11 +49,11 @@
icon_state = "welder"
/obj/random/tool/alien/item_to_spawn()
return pick(/obj/item/weapon/screwdriver/alien,
/obj/item/weapon/wirecutters/alien,
return pick(/obj/item/weapon/tool/screwdriver/alien,
/obj/item/weapon/tool/wirecutters/alien,
/obj/item/weapon/weldingtool/alien,
/obj/item/weapon/crowbar/alien,
/obj/item/weapon/wrench/alien,
/obj/item/weapon/tool/crowbar/alien,
/obj/item/weapon/tool/wrench/alien,
/obj/item/stack/cable_coil/alien,
/obj/item/device/multitool/alien)
+51 -51
View File
@@ -18,24 +18,24 @@
var/mob_retaliate = 0
/obj/random/mob/item_to_spawn()
return pick(prob(10);/mob/living/simple_animal/lizard,
prob(6);/mob/living/simple_animal/retaliate/diyaab,
return pick(prob(10);/mob/living/simple_mob/animal/passive/lizard,
prob(6);/mob/living/simple_mob/animal/sif/diyaab,
prob(10);/mob/living/simple_animal/cat/fluff,
prob(6);/mob/living/simple_animal/cat/kitten,
prob(10);/mob/living/simple_animal/corgi,
prob(6);/mob/living/simple_animal/corgi/puppy,
prob(10);/mob/living/simple_animal/crab,
prob(10);/mob/living/simple_mob/animal/passive/crab,
prob(10);/mob/living/simple_animal/chicken,
prob(6);/mob/living/simple_animal/chick,
prob(10);/mob/living/simple_animal/cow,
prob(6);/mob/living/simple_animal/retaliate/goat,
prob(10);/mob/living/simple_animal/penguin,
prob(10);/mob/living/simple_mob/animal/passive/penguin,
prob(10);/mob/living/simple_animal/mouse,
prob(10);/mob/living/simple_animal/yithian,
prob(10);/mob/living/simple_animal/tindalos,
prob(10);/mob/living/simple_mob/animal/passive/yithian,
prob(10);/mob/living/simple_mob/animal/passive/tindalos,
prob(10);/mob/living/simple_animal/corgi/tamaskan,
prob(3);/mob/living/simple_animal/parrot,
prob(1);/mob/living/simple_animal/giant_crab)
prob(1);/mob/living/simple_mob/animal/passive/crab)
/obj/random/mob/spawn_item() //These should only ever have simple mobs.
var/build_path = item_to_spawn()
@@ -65,14 +65,14 @@
mob_wander_distance = 10
/obj/random/mob/sif/item_to_spawn()
return pick(prob(30);/mob/living/simple_animal/retaliate/diyaab,
prob(15);/mob/living/simple_animal/crab,
prob(15);/mob/living/simple_animal/penguin,
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
prob(15);/mob/living/simple_mob/animal/passive/crab,
prob(15);/mob/living/simple_mob/animal/passive/penguin,
prob(15);/mob/living/simple_animal/mouse,
prob(15);/mob/living/simple_animal/corgi/tamaskan,
prob(2);/mob/living/simple_animal/hostile/giant_spider/frost,
prob(2);/mob/living/simple_mob/animal/giant_spider/frost,
prob(1);/mob/living/simple_animal/hostile/goose,
prob(20);/mob/living/simple_animal/giant_crab)
prob(20);/mob/living/simple_mob/animal/passive/crab)
/obj/random/mob/sif/peaceful
@@ -84,12 +84,12 @@
mob_wander_distance = 12
/obj/random/mob/sif/peaceful/item_to_spawn()
return pick(prob(30);/mob/living/simple_animal/retaliate/diyaab,
prob(15);/mob/living/simple_animal/crab,
prob(15);/mob/living/simple_animal/penguin,
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
prob(15);/mob/living/simple_mob/animal/passive/crab,
prob(15);/mob/living/simple_mob/animal/passive/penguin,
prob(15);/mob/living/simple_animal/mouse,
prob(15);/mob/living/simple_animal/corgi/tamaskan,
prob(20);/mob/living/simple_animal/giant_crab)
prob(20);/mob/living/simple_mob/animal/sif/hooligan_crab)
/obj/random/mob/sif/hostile
name = "Random Hostile Sif Animal"
@@ -97,9 +97,9 @@
icon_state = "frost"
/obj/random/mob/sif/hostile/item_to_spawn()
return pick(prob(22);/mob/living/simple_animal/hostile/savik,
prob(33);/mob/living/simple_animal/hostile/giant_spider/frost,
prob(45);/mob/living/simple_animal/hostile/shantak)
return pick(prob(22);/mob/living/simple_mob/animal/sif/savik,
prob(33);/mob/living/simple_mob/animal/giant_spider/frost,
prob(45);/mob/living/simple_mob/animal/sif/shantak)
/obj/random/mob/spider
name = "Random Spider" //Spiders should patrol where they spawn.
@@ -110,9 +110,9 @@
mob_wander_distance = 4
/obj/random/mob/spider/item_to_spawn()
return pick(prob(22);/mob/living/simple_animal/hostile/giant_spider/nurse,
prob(33);/mob/living/simple_animal/hostile/giant_spider/hunter,
prob(45);/mob/living/simple_animal/hostile/giant_spider)
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse,
prob(33);/mob/living/simple_mob/animal/giant_spider/hunter,
prob(45);/mob/living/simple_mob/animal/giant_spider)
/obj/random/mob/spider/nurse
name = "Random Nurse Spider"
@@ -123,8 +123,8 @@
mob_wander_distance = 4
/obj/random/mob/spider/nurse/item_to_spawn()
return pick(prob(22);/mob/living/simple_animal/hostile/giant_spider/nurse/hat,
prob(45);/mob/living/simple_animal/hostile/giant_spider/nurse)
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse/hat,
prob(45);/mob/living/simple_mob/animal/giant_spider/nurse)
/obj/random/mob/spider/mutant
name = "Random Mutant Spider"
@@ -133,15 +133,15 @@
/obj/random/mob/spider/mutant/item_to_spawn()
return pick(prob(5);/obj/random/mob/spider,
prob(10);/mob/living/simple_animal/hostile/giant_spider/webslinger,
prob(10);/mob/living/simple_animal/hostile/giant_spider/carrier,
prob(33);/mob/living/simple_animal/hostile/giant_spider/lurker,
prob(33);/mob/living/simple_animal/hostile/giant_spider/tunneler,
prob(40);/mob/living/simple_animal/hostile/giant_spider/pepper,
prob(20);/mob/living/simple_animal/hostile/giant_spider/thermic,
prob(40);/mob/living/simple_animal/hostile/giant_spider/electric,
prob(1);/mob/living/simple_animal/hostile/giant_spider/phorogenic,
prob(40);/mob/living/simple_animal/hostile/giant_spider/frost)
prob(10);/mob/living/simple_mob/animal/giant_spider/webslinger,
prob(10);/mob/living/simple_mob/animal/giant_spider/carrier,
prob(33);/mob/living/simple_mob/animal/giant_spider/lurker,
prob(33);/mob/living/simple_mob/animal/giant_spider/tunneler,
prob(40);/mob/living/simple_mob/animal/giant_spider/pepper,
prob(20);/mob/living/simple_mob/animal/giant_spider/thermic,
prob(40);/mob/living/simple_mob/animal/giant_spider/electric,
prob(1);/mob/living/simple_mob/animal/giant_spider/phorogenic,
prob(40);/mob/living/simple_mob/animal/giant_spider/frost)
/obj/random/mob/robotic
name = "Random Robot Mob"
@@ -158,17 +158,17 @@
mob_retaliate = 1
/obj/random/mob/robotic/item_to_spawn() //Hivebots have a total number of 'lots' equal to the lesser drone, at 60.
return pick(prob(60);/mob/living/simple_animal/hostile/malf_drone/lesser,
prob(50);/mob/living/simple_animal/hostile/malf_drone,
return pick(prob(60);/mob/living/simple_mob/mechanical/combat_drone/lesser,
prob(50);/mob/living/simple_mob/mechanical/combat_drone,
prob(15);/mob/living/simple_animal/hostile/mecha/malf_drone,
prob(10);/mob/living/simple_animal/hostile/hivebot,
prob(15);/mob/living/simple_animal/hostile/hivebot/swarm,
prob(10);/mob/living/simple_animal/hostile/hivebot/range,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/rapid,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/ion,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/laser,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/strong,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/guard)
prob(10);/mob/living/simple_mob/mechanical/hivebot,
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
/obj/random/mob/robotic/hivebot
name = "Random Hivebot"
@@ -178,11 +178,11 @@
mob_faction = "hivebot"
/obj/random/mob/robotic/hivebot/item_to_spawn()
return pick(prob(10);/mob/living/simple_animal/hostile/hivebot,
prob(15);/mob/living/simple_animal/hostile/hivebot/swarm,
prob(10);/mob/living/simple_animal/hostile/hivebot/range,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/rapid,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/ion,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/laser,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/strong,
prob(5);/mob/living/simple_animal/hostile/hivebot/range/guard)
return pick(prob(10);/mob/living/simple_mob/mechanical/hivebot,
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
+2 -2
View File
@@ -67,7 +67,7 @@
return
/obj/structure/catwalk/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/weapon/weldingtool))
if(istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = C
if(WT.isOn())
if(WT.remove_fuel(0, user))
@@ -76,7 +76,7 @@
new /obj/item/stack/rods(src.loc)
new /obj/structure/lattice(src.loc)
qdel(src)
if(istype(C, /obj/item/weapon/screwdriver))
if(C.is_screwdriver())
if(health < maxhealth)
to_chat(user, "<span class='notice'>You begin repairing \the [src.name] with \the [C.name].</span>")
if(do_after(user, 20, src))
@@ -260,7 +260,7 @@
src.update_icon()
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
else if(istype(W, /obj/item/weapon/wrench))
else if(W.is_wrench())
if(welded)
if(anchored)
user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
@@ -16,7 +16,7 @@
starts_with = list(/obj/item/weapon/material/twohanded/fireaxe)
/obj/structure/closet/fireaxecabinet/New()
/obj/structure/closet/fireaxecabinet/initialize()
..()
fireaxe = locate() in contents
@@ -9,6 +9,6 @@
/obj/item/clothing/mask/breath,
/obj/item/clothing/head/helmet/space/void,
/obj/item/clothing/suit/space/void,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/cell,
/obj/item/device/multitool)
@@ -16,7 +16,7 @@
/obj/item/clothing/head/greenbandana,
/obj/item/weapon/material/minihoe,
/obj/item/weapon/material/knife/machete/hatchet,
/obj/item/weapon/wirecutters/clippers,
/obj/item/weapon/tool/wirecutters/clippers,
/obj/item/weapon/reagent_containers/spray/plantbgone,
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro,
/obj/item/clothing/shoes/boots/winter/hydro)
@@ -132,7 +132,7 @@
/obj/item/device/healthanalyzer,
/obj/item/device/radio/off,
/obj/random/medical,
/obj/item/weapon/crowbar,
/obj/item/weapon/tool/crowbar,
/obj/item/weapon/extinguisher/mini,
/obj/item/weapon/storage/box/freezer,
/obj/item/clothing/accessory/storage/white_vest,
@@ -88,7 +88,7 @@
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
else if(istype(W, /obj/item/weapon/wrench))
else if(W.is_wrench())
if(welded)
if(anchored)
user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
@@ -104,7 +104,7 @@
/obj/item/weapon/storage/box/holobadge/hos,
/obj/item/clothing/accessory/badge/holo/hos,
/obj/item/weapon/reagent_containers/spray/pepper,
/obj/item/weapon/crowbar/red,
/obj/item/weapon/tool/crowbar/red,
/obj/item/weapon/storage/box/flashbangs,
/obj/item/weapon/storage/belt/security,
/obj/item/device/flash,
@@ -14,7 +14,7 @@
/obj/item/clothing/under/syndicate,
/obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/merc,
/obj/item/weapon/crowbar/red,
/obj/item/weapon/tool/crowbar/red,
/obj/item/weapon/cell/high,
/obj/item/weapon/card/id/syndicate,
/obj/item/device/multitool,
@@ -24,7 +24,7 @@
/obj/structure/closet/syndicate/suit
desc = "It's a storage unit for voidsuits."
starts_with = list(
/obj/item/weapon/tank/jetpack/oxygen,
/obj/item/clothing/shoes/magboots,
@@ -113,15 +113,15 @@
if(prob(70))
starts_with += /obj/item/device/flashlight
if(prob(70))
starts_with += /obj/item/weapon/screwdriver
starts_with += /obj/item/weapon/tool/screwdriver
if(prob(70))
starts_with += /obj/item/weapon/wrench
starts_with += /obj/item/weapon/tool/wrench
if(prob(70))
starts_with += /obj/item/weapon/weldingtool
if(prob(70))
starts_with += /obj/item/weapon/crowbar
starts_with += /obj/item/weapon/tool/crowbar
if(prob(70))
starts_with += /obj/item/weapon/wirecutters
starts_with += /obj/item/weapon/tool/wirecutters
if(prob(70))
starts_with += /obj/item/device/t_scanner
if(prob(20))
@@ -202,7 +202,7 @@
icon_closed = "hydrant"
icon_opened = "hydrant_open"
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
layer = ABOVE_TURF_LAYER
anchored = 1
density = 0
wall_mounted = 1
@@ -16,7 +16,7 @@
/obj/structure/closet/walllocker/emerglocker
name = "emergency locker"
desc = "A wall mounted locker with emergency supplies."
var/list/spawnitems = list(/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar/red)
var/list/spawnitems = list(/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/tool/crowbar/red)
var/amount = 2 // spawns each items X times.
icon_state = "emerg"
@@ -94,7 +94,7 @@
user.drop_item()
W.forceMove(src)
return
else if(istype(W, /obj/item/weapon/wirecutters))
else if(W.is_wirecutter())
if(rigged)
user << "<span class='notice'>You cut away the wiring.</span>"
playsound(src.loc, W.usesound, 100, 1)
@@ -191,7 +191,7 @@
src.toggle(user)
/obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/wirecutters)))
if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/tool/wirecutters)))
return ..()
if(istype(W, /obj/item/weapon/melee/energy/blade))
emag_act(INFINITY, user)
@@ -17,15 +17,20 @@
I.forceMove(src)
/obj/structure/largecrate/attack_hand(mob/user as mob)
user << "<span class='notice'>You need a crowbar to pry this open!</span>"
to_chat(user, "<span class='notice'>You need a crowbar to pry this open!</span>")
return
/obj/structure/largecrate/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
var/turf/T = get_turf(src)
if(!T)
to_chat(user, "<span class='notice'>You can't open this here!</span>")
if(W.is_crowbar())
new /obj/item/stack/material/wood(src)
var/turf/T = get_turf(src)
for(var/atom/movable/AM in contents)
if(AM.simulated) AM.forceMove(T)
if(AM.simulated)
AM.forceMove(T)
user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='notice'>You hear splitting wood.</span>")
@@ -42,7 +47,7 @@
icon_state = "mulecrate"
/obj/structure/largecrate/hoverpod/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
if(W.is_crowbar())
var/obj/item/mecha_parts/mecha_equipment/ME
var/obj/mecha/working/hoverpod/H = new (loc)
+1 -1
View File
@@ -37,7 +37,7 @@
layer = OBJ_LAYER
/obj/structure/curtain/attackby(obj/item/P, mob/user)
if(istype(P, /obj/item/weapon/wirecutters))
if(P.is_wirecutter())
playsound(src, P.usesound, 50, 1)
user << "<span class='notice'>You start to cut the shower curtains.</span>"
if(do_after(user, 10))
@@ -200,7 +200,7 @@
to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
return
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
else if(W.is_wrench() && state == 0)
playsound(src, W.usesound, 100, 1)
if(anchored)
user.visible_message("[user] begins unsecuring the airlock assembly from the floor.", "You starts unsecuring the airlock assembly from the floor.")
@@ -223,7 +223,7 @@
src.state = 1
to_chat(user, "<span class='notice'>You wire the airlock.</span>")
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
else if(W.is_wirecutter() && state == 1 )
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
@@ -245,7 +245,7 @@
src.state = 2
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
else if(W.is_crowbar() && state == 2 )
//This should never happen, but just in case I guess
if (!electronics)
to_chat(user, "<span class='notice'>There was nothing to remove.</span>")
@@ -287,7 +287,7 @@
to_chat(user, "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>")
glass = material_name
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
else if(W.is_screwdriver() && state == 2 )
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now finishing the airlock.</span>")
@@ -12,7 +12,7 @@
return
/obj/structure/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
var/obj/structure/bed/chair/C = new /obj/structure/bed/chair(loc)
playsound(src, W.usesound, 50, 1)
C.set_dir(dir)
+1 -1
View File
@@ -35,7 +35,7 @@
user << "<span class='notice'>You place [O] in [src].</span>"
else
opened = !opened
if(istype(O, /obj/item/weapon/wrench))
if(O.is_wrench())
if(!has_extinguisher)
user << "<span class='notice'>You start to unwrench the extinguisher cabinet.</span>"
playsound(src.loc, O.usesound, 50, 1)
+1 -1
View File
@@ -33,7 +33,7 @@
var/list/qualifiers = list("with ease", "without any trouble", "with great effort")
/obj/structure/fitness/weightlifter/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
weight = ((weight) % qualifiers.len) + 1
to_chat(user, "You set the machine's weight level to [weight].")
+8 -4
View File
@@ -4,7 +4,7 @@
anchored = 1
density = 1
pixel_x = -16
plane = MOB_LAYER // You know what, let's play it safe.
plane = MOB_PLANE // You know what, let's play it safe.
layer = ABOVE_MOB_LAYER
var/base_state = null // Used for stumps.
var/health = 200 // Used for chopping down trees.
@@ -52,12 +52,12 @@
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
// Used when the tree gets hurt.
/obj/structure/flora/tree/proc/adjust_health(var/amount, var/is_ranged = FALSE)
/obj/structure/flora/tree/proc/adjust_health(var/amount, var/damage_wood = FALSE)
if(is_stump)
return
// Bullets and lasers ruin some of the wood
if(is_ranged && product_amount > 0)
if(damage_wood && product_amount > 0)
var/wood = initial(product_amount)
product_amount -= round(wood * (abs(amount)/max_health))
@@ -90,12 +90,16 @@
set_light(0)
/obj/structure/flora/tree/ex_act(var/severity)
adjust_health(-(max_health / severity))
adjust_health(-(max_health / severity), TRUE)
/obj/structure/flora/tree/bullet_act(var/obj/item/projectile/Proj)
if(Proj.get_structure_damage())
adjust_health(-Proj.get_structure_damage(), TRUE)
/obj/structure/flora/tree/tesla_act(power, explosive)
adjust_health(-power / 100, TRUE) // Kills most trees in one lightning strike.
..()
/obj/structure/flora/tree/get_description_interaction()
var/list/results = list()
@@ -0,0 +1,50 @@
/obj/structure/ghost_pod/manual/corgi
name = "glowing rune"
desc = "This rune slowly lights up and goes dim in a repeating pattern, like a slow heartbeat. It's almost as if it's calling out to you to touch it..."
description_info = "This will summon some manner of creature through quite dubious means. The creature will be controlled by a player."
icon_state = "corgirune"
icon_state_opened = "corgirune-inert"
density = FALSE
anchored = TRUE
ghost_query_type = /datum/ghost_query/corgi_rune
confirm_before_open = TRUE
/obj/structure/ghost_pod/manual/corgi/trigger()
..("<span class='warning'>\The [usr] places their hand on the rune!</span>", "is attempting to summon a corgi.")
/obj/structure/ghost_pod/manual/corgi/create_occupant(var/mob/M)
lightning_strike(get_turf(src), cosmetic = TRUE)
density = FALSE
var/mob/living/simple_animal/corgi/R = new(get_turf(src))
if(M.mind)
M.mind.transfer_to(R)
to_chat(M, "<span class='notice'>You are a <b>Corgi</b>! Woof!</span>")
R.ckey = M.ckey
visible_message("<span class='warning'>With a bright flash of light, \the [src] disappears, and in its place stands a small corgi.</span>")
log_and_message_admins("successfully touched \a [src] and summoned a corgi.")
..()
/obj/structure/ghost_pod/manual/cursedblade
name = "abandoned blade"
desc = "A red crystal blade that someone jammed deep into a stone. If you try hard enough, you might be able to remove it."
icon_state = "soulblade-embedded"
icon_state_opened = "soulblade-released"
density = TRUE
anchored = TRUE
ghost_query_type = /datum/ghost_query/cursedblade
confirm_before_open = TRUE
/obj/structure/ghost_pod/manual/cursedblade/trigger()
..("<span class='warning'>\The [usr] attempts to pull out the sword!</span>", "is activating a cursed blade.")
/obj/structure/ghost_pod/manual/cursedblade/create_occupant(var/mob/M)
density = FALSE
var/obj/item/weapon/melee/cursedblade/R = new(get_turf(src))
to_chat(M, "<span class='notice'>You are a <b>Cursed Sword</b>, discovered by a hapless explorer. \
You were once an explorer yourself, when one day you discovered a strange sword made from a red crystal. As soon as you touched it,\
your body was reduced to ashes and your soul was cursed to remain trapped in the blade forever. \
Now it is up to you to decide whether you want to be a faithful companion, or a bitter prisoner of the blade.</span>")
R.ghost_inhabit(M)
visible_message("<span class='warning'>The blade shines brightly for a brief moment as [usr] pulls it out of the stone!</span>")
log_and_message_admins("successfully acquired a cursed sword.")
..()
@@ -58,54 +58,4 @@
R.ckey = M.ckey
visible_message("<span class='warning'>As \the [src] opens, the eyes of the robot flicker as it is activated.</span>")
R.Namepick()
..()
/obj/structure/ghost_pod/manual/corgi
name = "glowing rune"
desc = "This rune slowly lights up and goes dim in a repeating pattern, like a slow heartbeat. It's almost as if it's calling out to you to touch it..."
description_info = "This will summon some manner of creature through quite dubious means. The creature will be controlled by a player."
icon_state = "corgirune"
icon_state_opened = "corgirune-inert"
density = FALSE
anchored = TRUE
ghost_query_type = /datum/ghost_query/corgi_rune
confirm_before_open = TRUE
/obj/structure/ghost_pod/manual/corgi/trigger()
..("<span class='warning'>\The [usr] places their hand on the rune!</span>", "is attempting to summon a corgi.")
/obj/structure/ghost_pod/manual/corgi/create_occupant(var/mob/M)
density = FALSE
var/mob/living/simple_animal/corgi/R = new(get_turf(src))
if(M.mind)
M.mind.transfer_to(R)
to_chat(M, "<span class='notice'>You are a <b>Corgi</b>! Woof!</span>")
R.ckey = M.ckey
visible_message("<span class='warning'>With a bright flash of light, \the [src] disappears, and in its place stands a small corgi.</span>")
log_and_message_admins("successfully touched \a [src] and summoned a corgi.")
..()
/obj/structure/ghost_pod/manual/cursedblade
name = "abandoned blade"
desc = "A red crystal blade that someone jammed deep into a stone. If you try hard enough, you might be able to remove it."
icon_state = "soulblade-embedded"
icon_state_opened = "soulblade-released"
density = TRUE
anchored = TRUE
ghost_query_type = /datum/ghost_query/cursedblade
confirm_before_open = TRUE
/obj/structure/ghost_pod/manual/cursedblade/trigger()
..("<span class='warning'>\The [usr] attempts to pull out the sword!</span>", "is activating a cursed blade.")
/obj/structure/ghost_pod/manual/cursedblade/create_occupant(var/mob/M)
density = FALSE
var/obj/item/weapon/melee/cursedblade/R = new(get_turf(src))
to_chat(M, "<span class='notice'>You are a <b>Cursed Sword</b>, discovered by a hapless explorer. \
You were once an explorer yourself, when one day you discovered a strange sword made from a red crystal. As soon as you touched it,\
your body was reduced to ashes and your soul was cursed to remain trapped in the blade forever. \
Now it is up to you to decide whether you want to be a faithful companion, or a bitter prisoner of the blade.</span>")
R.ghost_inhabit(M)
visible_message("<span class='warning'>The blade shines brightly for a brief moment as [usr] pulls it out of the stone!</span>")
log_and_message_admins("successfully acquired a cursed sword.")
..()
+5 -5
View File
@@ -144,7 +144,7 @@
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(W.is_wrench() && state == 0)
if(anchored && !reinf_material)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
@@ -170,7 +170,7 @@
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/screwdriver))
else if(W.is_screwdriver())
if(state == 2)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now unsecuring support struts...</span>")
@@ -183,7 +183,7 @@
reinforcing = !reinforcing
to_chat(user, "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>")
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
else if(W.is_wirecutter() && state == 1)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now removing support struts...</span>")
if(do_after(user,40 * W.toolspeed))
@@ -193,7 +193,7 @@
reinf_material = null
reset_girder()
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored)
else if(W.is_crowbar() && state == 0 && anchored)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now dislodging the girder...</span>")
if(do_after(user, 40 * W.toolspeed))
@@ -329,7 +329,7 @@
qdel(src)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
if(do_after(user,40 * W.toolspeed))
+2 -2
View File
@@ -56,7 +56,7 @@
return 1
/obj/structure/gravemarker/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
var/carving_1 = sanitizeSafe(input(user, "Who is \the [src.name] for?", "Gravestone Naming", null) as text, MAX_NAME_LEN)
if(carving_1)
user.visible_message("[user] starts carving \the [src.name].", "You start carving \the [src.name].")
@@ -72,7 +72,7 @@
epitaph += carving_2
update_icon()
return
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
user.visible_message("[user] starts taking down \the [src.name].", "You start taking down \the [src.name].")
if(do_after(user, material.hardness * W.toolspeed))
user.visible_message("[user] takes down \the [src.name].", "You take down \the [src.name].")
+2 -2
View File
@@ -94,12 +94,12 @@
spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(iswirecutter(W))
if(W.is_wirecutter())
if(!shock(user, 100))
playsound(src, W.usesound, 100, 1)
new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
qdel(src)
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
else if((W.is_screwdriver()) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
playsound(src, W.usesound, 100, 1)
anchored = !anchored
+30 -28
View File
@@ -50,7 +50,7 @@
health -= proj_damage
..()
if(health <= 0)
deflate(1)
puncture()
return
/obj/structure/inflatable/ex_act(severity)
@@ -59,15 +59,15 @@
qdel(src)
return
if(2.0)
deflate(1)
puncture()
return
if(3.0)
if(prob(50))
deflate(1)
puncture()
return
/obj/structure/inflatable/blob_act()
deflate(1)
puncture()
/obj/structure/inflatable/attack_hand(mob/user as mob)
add_fingerprint(user)
@@ -78,7 +78,7 @@
if (can_puncture(W))
visible_message("<span class='danger'>[user] pierces [src] with [W]!</span>")
deflate(1)
puncture()
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
..()
@@ -89,7 +89,7 @@
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
deflate(1)
puncture()
/obj/structure/inflatable/CtrlClick()
hand_deflate()
@@ -102,20 +102,21 @@
R.add_fingerprint(user)
qdel(src)
/obj/structure/inflatable/proc/deflate(var/violent=0)
/obj/structure/inflatable/proc/deflate()
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
src.transfer_fingerprints_to(R)
qdel(src)
else
//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
src.transfer_fingerprints_to(R)
qdel(src)
/obj/structure/inflatable/proc/puncture()
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
src.transfer_fingerprints_to(R)
qdel(src)
/obj/structure/inflatable/verb/hand_deflate()
set name = "Deflate"
@@ -133,7 +134,7 @@
user.do_attack_animation(src)
if(health <= 0)
user.visible_message("<span class='danger'>[user] [attack_verb] open the [src]!</span>")
spawn(1) deflate(1)
spawn(1) puncture()
else
user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
return 1
@@ -221,19 +222,20 @@
else
icon_state = "door_closed"
/obj/structure/inflatable/door/deflate(var/violent=0)
/obj/structure/inflatable/door/deflate()
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
qdel(src)
else
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
qdel(src)
/obj/structure/inflatable/door/puncture()
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
src.transfer_fingerprints_to(R)
qdel(src)
/obj/item/inflatable/torn
name = "torn inflatable wall"
+11 -11
View File
@@ -365,9 +365,9 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/device/gps,
/obj/item/device/geiger,
/obj/item/device/mass_spectrometer,
/obj/item/weapon/wrench,
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/weapon/tool/wrench,
/obj/item/weapon/tool/screwdriver,
/obj/item/weapon/tool/wirecutters,
/obj/item/device/multitool,
/obj/item/mecha_parts/mecha_equipment/generator,
/obj/item/mecha_parts/mecha_equipment/tool/cable_layer,
@@ -450,11 +450,11 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
uncommon_loot = list(
/obj/item/device/multitool/alien,
/obj/item/stack/cable_coil/alien,
/obj/item/weapon/crowbar/alien,
/obj/item/weapon/screwdriver/alien,
/obj/item/weapon/tool/crowbar/alien,
/obj/item/weapon/tool/screwdriver/alien,
/obj/item/weapon/weldingtool/alien,
/obj/item/weapon/wirecutters/alien,
/obj/item/weapon/wrench/alien
/obj/item/weapon/tool/wirecutters/alien,
/obj/item/weapon/tool/wrench/alien
)
rare_loot = list(
/obj/item/weapon/storage/belt/utility/alien/full
@@ -496,11 +496,11 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
common_loot = list(
/obj/item/device/multitool/alien,
/obj/item/stack/cable_coil/alien,
/obj/item/weapon/crowbar/alien,
/obj/item/weapon/screwdriver/alien,
/obj/item/weapon/tool/crowbar/alien,
/obj/item/weapon/tool/screwdriver/alien,
/obj/item/weapon/weldingtool/alien,
/obj/item/weapon/wirecutters/alien,
/obj/item/weapon/wrench/alien,
/obj/item/weapon/tool/wirecutters/alien,
/obj/item/weapon/tool/wrench/alien,
/obj/item/weapon/surgical/FixOVein/alien,
/obj/item/weapon/surgical/bone_clamp/alien,
/obj/item/weapon/surgical/cautery/alien,
+8 -8
View File
@@ -49,24 +49,24 @@
..()
/obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/wrench))
if(I.is_wrench())
if(!glass)
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 20 * I.toolspeed))
user << "<span class='notice'>You unfasten the frame.</span>"
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
new /obj/item/frame/mirror( src.loc )
qdel(src)
return
if(istype(I, /obj/item/weapon/crowbar))
if(I.is_wrench())
if(shattered && glass)
user << "<span class='notice'>The broken glass falls out.</span>"
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
icon_state = "mirror_frame"
glass = !glass
new /obj/item/weapon/material/shard( src.loc )
return
if(!shattered && glass)
playsound(src.loc, I.usesound, 50, 1)
user << "<span class='notice'>You remove the glass.</span>"
to_chat(user, "<span class='notice'>You remove the glass.</span>")
glass = !glass
icon_state = "mirror_frame"
new /obj/item/stack/material/glass( src.loc, 2 )
@@ -76,15 +76,15 @@
if(!glass)
var/obj/item/stack/material/glass/G = I
if (G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to add them to the frame.</span>"
to_chat(user, "<span class='warning'>You need two sheets of glass to add them to the frame.</span>")
return
user << "<span class='notice'>You start to add the glass to the frame.</span>"
to_chat(user, "<span class='notice'>You start to add the glass to the frame.</span>")
if(do_after(user, 20))
if (G.use(2))
shattered = 0
glass = 1
icon_state = "mirror"
user << "<span class='notice'>You add the glass to the frame.</span>"
to_chat(user, "<span class='notice'>You add the glass to the frame.</span>")
return
if(shattered && glass)
+2 -2
View File
@@ -429,8 +429,8 @@
return
/obj/structure/device/piano/attackby(obj/item/O as obj, mob/user as mob)
if (istype(O, /obj/item/weapon/wrench))
if (anchored)
if(O.is_wrench())
if(anchored)
playsound(src.loc, O.usesound, 50, 1)
user << "<span class='notice'>You begin to loosen \the [src]'s casters...</span>"
if (do_after(user, 40 * O.toolspeed))
+1 -1
View File
@@ -41,7 +41,7 @@
user << "<span class='notice'>You pin the paper to the noticeboard.</span>"
else
user << "<span class='notice'>You reach to pin your paper to the board but hesitate. You are certain your paper will not be seen among the many others already attached.</span>"
if(istype(O, /obj/item/weapon/wrench))
if(O.is_wrench())
user << "<span class='notice'>You start to unwrench the noticeboard.</span>"
playsound(src.loc, O.usesound, 50, 1)
if(do_after(user, 15 * O.toolspeed))
+1 -1
View File
@@ -16,7 +16,7 @@
)
/obj/structure/plasticflaps/attackby(obj/item/P, mob/user)
if(istype(P, /obj/item/weapon/wirecutters))
if(P.is_wirecutter())
playsound(src, P.usesound, 50, 1)
user << "<span class='notice'>You start to cut the plastic flaps.</span>"
if(do_after(user, 10 * P.toolspeed))
+2 -2
View File
@@ -198,7 +198,7 @@
/obj/structure/railing/attackby(obj/item/W as obj, mob/user as mob)
// Dismantle
if(istype(W, /obj/item/weapon/wrench) && !anchored)
if(W.is_wrench() && !anchored)
playsound(src.loc, W.usesound, 50, 1)
if(do_after(user, 20, src))
user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
@@ -217,7 +217,7 @@
return
// Install
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
user.visible_message(anchored ? "<span class='notice'>\The [user] begins unscrewing \the [src].</span>" : "<span class='notice'>\The [user] begins fasten \the [src].</span>" )
playsound(loc, W.usesound, 75, 1)
if(do_after(user, 10, src))
+4 -4
View File
@@ -21,9 +21,9 @@
return
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
if(istype(tool, /obj/item/weapon/screwdriver) && !istype(src, /obj/structure/sign/double))
if(tool.is_screwdriver() && !istype(src, /obj/structure/sign/double))
playsound(src, tool.usesound, 50, 1)
user << "You unfasten the sign with your [tool]."
to_chat(user, "You unfasten the sign with your [tool].")
var/obj/item/sign/S = new(src.loc)
S.name = name
S.desc = desc
@@ -42,7 +42,7 @@
var/sign_state = ""
/obj/item/sign/attackby(obj/item/tool as obj, mob/user as mob) //construction
if(istype(tool, /obj/item/weapon/screwdriver) && isturf(user.loc))
if(tool.is_screwdriver() && isturf(user.loc))
var/direction = input("In which direction?", "Select direction.") in list("North", "East", "South", "West", "Cancel")
if(direction == "Cancel") return
var/obj/structure/sign/S = new(user.loc)
@@ -59,7 +59,7 @@
S.name = name
S.desc = desc
S.icon_state = sign_state
user << "You fasten \the [S] with your [tool]."
to_chat(user, "You fasten \the [S] with your [tool].")
qdel(src)
else ..()
@@ -89,7 +89,7 @@
return
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
@@ -120,7 +120,7 @@
add_padding(padding_type)
return
else if (istype(W, /obj/item/weapon/wirecutters))
else if(W.is_wirecutter())
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
@@ -213,7 +213,7 @@
return
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
if(W.is_wrench() || istype(W,/obj/item/stack) || W.is_wirecutter())
return
else if(istype(W,/obj/item/roller_holder))
if(has_buckled_mobs())
@@ -134,7 +134,7 @@
return
/obj/structure/bed/chair/office/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
if(istype(W,/obj/item/stack) || W.is_wirecutter())
return
..()
@@ -198,7 +198,7 @@
return
/obj/structure/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
if(istype(W,/obj/item/stack) || W.is_wirecutter())
return
..()
@@ -108,7 +108,7 @@ var/global/list/stool_cache = list() //haha stool
qdel(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(W.is_wrench())
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
@@ -138,7 +138,7 @@ var/global/list/stool_cache = list() //haha stool
user << "You add padding to \the [src]."
add_padding(padding_type)
return
else if (istype(W, /obj/item/weapon/wirecutters))
else if (W.is_wirecutter())
if(!padding_material)
user << "\The [src] has no padding to remove."
return
@@ -23,7 +23,7 @@
L.set_dir(dir)
/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
if(W.is_wrench() || W.is_wirecutter() || istype(W,/obj/item/stack))
return
..()
@@ -74,7 +74,7 @@
user << "<span class='notice'>[src] is full.</span>"
updateUsrDialog()
return
if(istype(I, /obj/item/weapon/wrench))
if(I.is_wrench())
if(anchored)
user << "<span class='notice'>You lean down and unwrench [src].</span>"
anchored = 0
+2 -2
View File
@@ -44,7 +44,7 @@
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
if(istype(I, /obj/item/weapon/crowbar))
if(I.is_crowbar())
to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"].</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
if(do_after(user, 30))
@@ -160,7 +160,7 @@
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
if(I.type == /obj/item/device/analyzer)
to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
if(istype(I, /obj/item/weapon/wrench))
if(I.is_wrench())
var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>")
playsound(src.loc, I.usesound, 50, 1)
@@ -108,7 +108,7 @@ obj/structure/windoor_assembly/Destroy()
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(istype(W, /obj/item/weapon/wrench) && !anchored)
if(W.is_wrench() && !anchored)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
@@ -119,7 +119,7 @@ obj/structure/windoor_assembly/Destroy()
step = 0
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
else if(W.is_wrench() && anchored)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
@@ -145,7 +145,7 @@ obj/structure/windoor_assembly/Destroy()
if("02")
//Removing wire from the assembly. Step 5 undone.
if(istype(W, /obj/item/weapon/wirecutters) && !src.electronics)
if(W.is_wirecutter() && !src.electronics)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
@@ -174,7 +174,7 @@ obj/structure/windoor_assembly/Destroy()
W.loc = src.loc
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
else if(W.is_screwdriver() && src.electronics)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
@@ -187,7 +187,7 @@ obj/structure/windoor_assembly/Destroy()
ae.loc = src.loc
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
else if(W.is_crowbar())
if(!src.electronics)
to_chat(usr,"<span class='warning'>The assembly is missing electronics.</span>")
return
+6 -6
View File
@@ -262,7 +262,7 @@
if(W.flags & NOBLUDGEON) return
if(istype(W, /obj/item/weapon/screwdriver))
if(W.is_screwdriver())
if(reinf && state >= 1)
state = 3 - state
update_nearby_icons()
@@ -280,11 +280,11 @@
update_verbs()
playsound(src, W.usesound, 75, 1)
user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
else if(W.is_crowbar() && reinf && state <= 1)
state = 1 - state
playsound(src, W.usesound, 75, 1)
user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
else if(istype(W, /obj/item/weapon/wrench) && !anchored && (!state || !reinf))
else if(W.is_wrench() && !anchored && (!state || !reinf))
if(!glasstype)
user << "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>"
else
@@ -294,7 +294,7 @@
if(is_fulltile())
mats.amount = 4
qdel(src)
else if(iscoil(W) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized))
else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized))
var/obj/item/stack/cable_coil/C = W
if (C.use(1))
playsound(src.loc, 'sound/effects/sparks1.ogg', 75, 1)
@@ -572,7 +572,7 @@
maxhealth = 80
/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob)
if(ismultitool(W) && !anchored) // Only allow programming if unanchored!
if(istype(W, /obj/item/device/multitool) && !anchored) // Only allow programming if unanchored!
var/obj/item/device/multitool/MT = W
// First check if they have a windowtint button buffered
if(istype(MT.connectable, /obj/machinery/button/windowtint))
@@ -632,7 +632,7 @@
icon_state = "light[active]"
/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob)
if(ismultitool(W))
if(istype(W, /obj/item/device/multitool))
var/obj/item/device/multitool/MT = W
if(!id)
// If no ID is set yet (newly built button?) let them select an ID for first-time use!