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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
386 lines
10 KiB
Plaintext
386 lines
10 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/*
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CONTAINS:
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WRENCH
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SCREWDRIVER
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WELDINGTOOOL
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*/
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// WRENCH
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/obj/item/weapon/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'items.dmi'
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icon_state = "wrench"
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flags = FPRINT | TABLEPASS| CONDUCT
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slot_flags = SLOT_BELT
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force = 5.0
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throwforce = 7.0
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w_class = 2.0
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m_amt = 150
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origin_tech = "materials=1;engineering=1"
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// SCREWDRIVER
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/obj/item/weapon/screwdriver/New()
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switch(pick("red","blue","purple","brown","green","cyan","yellow"))
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if ("red")
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icon_state = "screwdriver2"
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item_state = "screwdriver"
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if ("blue")
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icon_state = "screwdriver"
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item_state = "screwdriver_blue"
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if ("purple")
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icon_state = "screwdriver3"
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item_state = "screwdriver_purple"
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if ("brown")
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icon_state = "screwdriver4"
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item_state = "screwdriver_brown"
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if ("green")
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icon_state = "screwdriver5"
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item_state = "screwdriver_green"
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if ("cyan")
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icon_state = "screwdriver6"
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item_state = "screwdriver_cyan"
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if ("yellow")
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icon_state = "screwdriver7"
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item_state = "screwdriver_yellow"
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if (prob(75))
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src.pixel_y = rand(0, 16)
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return
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M)) return ..()
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if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
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return ..()
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if((CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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// WELDING TOOL
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/obj/item/weapon/weldingtool
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name = "Welding Tool"
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icon = 'items.dmi'
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icon_state = "welder"
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flags = FPRINT | TABLEPASS| CONDUCT
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slot_flags = SLOT_BELT
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//Amount of OUCH when it's thrown
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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//Cost to make in the autolathe
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m_amt = 70
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g_amt = 30
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//R&D tech level
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origin_tech = "engineering=1"
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//Welding tool specific stuff
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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/obj/item/weapon/weldingtool/New()
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// var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", max_fuel)
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return
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/obj/item/weapon/weldingtool/examine()
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set src in usr
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usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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return
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/screwdriver))
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if(welding)
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user << "\red Stop welding first!"
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return
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status = !status
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if(status)
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user << "\blue You resecure the welder."
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else
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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return
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if((!status) && (istype(W,/obj/item/stack/rods)))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
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src.loc = F
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F.weldtool = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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else
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user.u_equip(src)
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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src.add_fingerprint(user)
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return
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..()
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return
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/obj/item/weapon/weldingtool/process()
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switch(welding)
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//If off
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if(0)
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if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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src.welding = 0
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processing_objects.Remove(src)
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return
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//Welders left on now use up fuel, but lets not have them run out quite that fast
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if(1)
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if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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if(prob(5))
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remove_fuel(1)
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//If you're actually actively welding, use fuel faster.
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//Is this actually used or set anywhere? - Nodrak
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if(2)
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if(prob(75))
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remove_fuel(1)
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//I'm not sure what this does. I assume it has to do with starting fires...
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//...but it doesnt check to see if the welder is on or not.
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = get_turf(M)
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
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if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
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O.reagents.trans_to(src, max_fuel)
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user << "\blue Welder refueled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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return
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else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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log_game("[key_name(user)] triggered a fueltank explosion.")
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user << "\red That was stupid of you."
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explosion(O.loc,-1,0,2)
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if(O)
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del(O)
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return
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if (src.welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
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toggle()
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return
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//Returns the amount of fuel in the welder
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
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/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding || !check_fuel())
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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check_fuel()
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if(M)
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eyecheck(M)
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return 1
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else
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if(M)
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M << "\blue You need more welding fuel to complete this task."
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return 0
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//Returns whether or not the welding tool is currently on.
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/obj/item/weapon/weldingtool/proc/isOn()
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return src.welding
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//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
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//so that the welding tool updates accordingly
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/obj/item/weapon/weldingtool/proc/setWelding(var/temp_welding)
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//If we're turning it on
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if(temp_welding > 0)
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if (remove_fuel(1))
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usr << "\blue The [src] switches on."
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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processing_objects.Add(src)
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else
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usr << "\blue Need more fuel!"
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src.welding = 0
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return
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//Otherwise
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else
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usr << "\blue The [src] switches off."
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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src.welding = 0
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//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
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/obj/item/weapon/weldingtool/proc/check_fuel()
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if((get_fuel() <= 0) && welding)
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toggle(1)
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return 0
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return 1
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//Toggles the welder off and on
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/obj/item/weapon/weldingtool/proc/toggle(var/message = 0)
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if(!status) return
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src.welding = !( src.welding )
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if (src.welding)
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if (remove_fuel(1))
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usr << "\blue You switch the [src] on."
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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processing_objects.Add(src)
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else
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usr << "\blue Need more fuel!"
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src.welding = 0
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return
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else
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if(!message)
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usr << "\blue You switch the [src] off."
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else
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usr << "\blue The [src] shuts off!"
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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src.welding = 0
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//Decides whether or not to damage a player's eyes based on what they're wearing as protection
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//Note: This should probably be moved to mob
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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if(!iscarbon(user)) return 1
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var/safety = user:eyecheck()
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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user.eye_stat += rand(1, 2)
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if(user.eye_stat > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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user.eye_stat += rand(2, 4)
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if(user.eye_stat > 10)
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user.eye_blurry += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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user.eye_stat += rand(12, 16)
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if(user.eye_stat > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (prob(user.eye_stat - 25 + 1))
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user << "\red You go blind!"
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user.sdisabilities |= 1
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else if (prob(user.eye_stat - 15 + 1))
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= 1
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spawn(100)
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user.disabilities &= ~1
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return
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/obj/item/weapon/weldingtool/largetank
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name = "Industrial Welding Tool"
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max_fuel = 40
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m_amt = 70
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g_amt = 60
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origin_tech = "engineering=2"
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/obj/item/weapon/weldingtool/hugetank
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name = "Upgraded Welding Tool"
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max_fuel = 80
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w_class = 3.0
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m_amt = 70
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g_amt = 120
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origin_tech = "engineering=3"
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/obj/item/weapon/weldingtool/experimental
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name = "Experimental Welding Tool"
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max_fuel = 40
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w_class = 3.0
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m_amt = 70
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g_amt = 120
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origin_tech = "engineering=4;plasma=3"
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icon_state = "ewelder"
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var/last_gen = 0
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/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
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var/gen_amount = ((world.time-last_gen)/25)
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reagents += (gen_amount)
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if(reagents > max_fuel)
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reagents = max_fuel
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/obj/item/weapon/wirecutters
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name = "wirecutters"
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desc = "This cuts wires."
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icon = 'items.dmi'
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icon_state = "cutters"
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flags = FPRINT | TABLEPASS| CONDUCT
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slot_flags = SLOT_BELT
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force = 6.0
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throw_speed = 2
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throw_range = 9
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w_class = 2.0
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m_amt = 80
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origin_tech = "materials=1;engineering=1"
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/obj/item/weapon/wirecutters/New()
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if(prob(50))
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icon_state = "cutters-y"
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item_state = "cutters_yellow"
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/obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob)
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if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable)))
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usr.visible_message("\The [usr] cuts \the [M]'s restraints with \the [src]!",\
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"You cut \the [M]'s restraints with \the [src]!",\
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"You hear cable being cut.")
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M.handcuffed = null
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M.update_inv_handcuffed()
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return
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else
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..() |