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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
429 lines
14 KiB
Plaintext
429 lines
14 KiB
Plaintext
/// How many seconds between each fuel depletion tick ("use" proc)
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#define WELDER_FUEL_BURN_INTERVAL 5
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/obj/item/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by Nanotrasen."
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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inhand_icon_state = "welder"
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worn_icon_state = "welder"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 3
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throwforce = 5
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hitsound = SFX_SWING_HIT
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usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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light_system = MOVABLE_LIGHT
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light_range = 2
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light_power = 0.75
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light_color = LIGHT_COLOR_FIRE
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light_on = FALSE
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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armor_type = /datum/armor/item_weldingtool
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resistance_flags = FIRE_PROOF
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heat = 3800
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.3)
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/// Whether the welding tool is on or off.
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var/welding = FALSE
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/// Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/status = TRUE
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/// The max amount of fuel the welder can hold
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var/max_fuel = 20
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/// Does the welder start with fuel.
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var/starting_fuel = TRUE
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/// Whether or not we're changing the icon based on fuel left.
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var/change_icons = TRUE
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/// Used in process(), dictates whether or not we're calling STOP_PROCESSING whilst we're not welding.
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var/can_off_process = FALSE
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/// When fuel was last removed.
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var/burned_fuel_for = 0
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var/activation_sound = 'sound/items/welderactivate.ogg'
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var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
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/datum/armor/item_weldingtool
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fire = 100
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acid = 30
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/obj/item/weldingtool/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddElement(/datum/element/tool_flash, light_range)
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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create_reagents(max_fuel)
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if(starting_fuel)
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reagents.add_reagent(/datum/reagent/fuel, max_fuel)
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update_appearance()
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/obj/item/weldingtool/update_icon_state()
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if(welding)
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inhand_icon_state = "[initial(inhand_icon_state)]1"
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else
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inhand_icon_state = "[initial(inhand_icon_state)]"
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return ..()
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/obj/item/weldingtool/update_overlays()
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. = ..()
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if(change_icons)
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var/ratio = get_fuel() / max_fuel
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ratio = CEILING(ratio*4, 1) * 25
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. += "[initial(icon_state)][ratio]"
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if(welding)
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. += "[initial(icon_state)]-on"
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/obj/item/weldingtool/process(seconds_per_tick)
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if(welding)
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force = 15
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damtype = BURN
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burned_fuel_for += seconds_per_tick
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if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
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use(TRUE)
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update_appearance()
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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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else
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force = 3
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damtype = BRUTE
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update_appearance()
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if(!can_off_process)
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STOP_PROCESSING(SSobj, src)
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return
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//This is to start fires. process() is only called if the welder is on.
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open_flame()
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/obj/item/weldingtool/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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/obj/item/weldingtool/screwdriver_act(mob/living/user, obj/item/tool)
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flamethrower_screwdriver(tool, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/weldingtool/attackby(obj/item/tool, mob/user, params)
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if(istype(tool, /obj/item/stack/rods))
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flamethrower_rods(tool, user)
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else
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. = ..()
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update_appearance()
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/obj/item/weldingtool/proc/explode()
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var/plasmaAmount = reagents.get_reagent_amount(/datum/reagent/toxin/plasma)
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dyn_explosion(src, plasmaAmount/5, explosion_cause = src) // 20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder
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qdel(src)
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/obj/item/weldingtool/use_tool(atom/target, mob/living/user, delay, amount, volume, datum/callback/extra_checks)
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var/mutable_appearance/sparks = mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, src, ABOVE_LIGHTING_PLANE)
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target.add_overlay(sparks)
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LAZYADD(update_overlays_on_z, sparks)
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. = ..()
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LAZYREMOVE(update_overlays_on_z, sparks)
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target.cut_overlay(sparks)
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/obj/item/weldingtool/interact_with_atom(atom/interacting_with, mob/living/user)
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if(!ishuman(interacting_with))
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return NONE
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if(user.combat_mode)
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return NONE
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var/mob/living/carbon/human/attacked_humanoid = interacting_with
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var/obj/item/bodypart/affecting = attacked_humanoid.get_bodypart(check_zone(user.zone_selected))
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if(isnull(affecting) || !IS_ROBOTIC_LIMB(affecting))
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return ITEM_INTERACT_BLOCKING
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if(!use_tool(attacked_humanoid, user, 0, volume=50, amount=1))
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return ITEM_INTERACT_BLOCKING
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if(user == attacked_humanoid)
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user.visible_message(span_notice("[user] starts to fix some of the dents on [attacked_humanoid]'s [affecting.name]."),
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span_notice("You start fixing some of the dents on [attacked_humanoid == user ? "your" : "[attacked_humanoid]'s"] [affecting.name]."))
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if(!do_after(user, 5 SECONDS, attacked_humanoid))
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return ITEM_INTERACT_BLOCKING
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item_heal_robotic(attacked_humanoid, user, 15, 0)
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return ITEM_INTERACT_SUCCESS
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/obj/item/weldingtool/afterattack(atom/attacked_atom, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isOn())
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. |= AFTERATTACK_PROCESSED_ITEM
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if (!QDELETED(attacked_atom) && isliving(attacked_atom)) // can't ignite something that doesn't exist
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handle_fuel_and_temps(1, user)
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var/mob/living/attacked_mob = attacked_atom
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if(attacked_mob.ignite_mob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(attacked_mob)] on fire with [src] at [AREACOORD(user)]")
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user.log_message("set [key_name(attacked_mob)] on fire with [src].", LOG_ATTACK)
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if(!status && attacked_atom.is_refillable())
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. |= AFTERATTACK_PROCESSED_ITEM
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reagents.trans_to(attacked_atom, reagents.total_volume, transferred_by = user)
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to_chat(user, span_notice("You empty [src]'s fuel tank into [attacked_atom]."))
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update_appearance()
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return .
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/obj/item/weldingtool/attack_qdeleted(atom/attacked_atom, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isOn())
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handle_fuel_and_temps(1, user)
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if(!QDELETED(attacked_atom) && isliving(attacked_atom)) // can't ignite something that doesn't exist
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var/mob/living/attacked_mob = attacked_atom
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if(attacked_mob.ignite_mob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(attacked_mob)] on fire with [src] at [AREACOORD(user)].")
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user.log_message("set [key_name(attacked_mob)] on fire with [src]", LOG_ATTACK)
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/obj/item/weldingtool/attack_self(mob/user)
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if(src.reagents.has_reagent(/datum/reagent/toxin/plasma))
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message_admins("[ADMIN_LOOKUPFLW(user)] activated a rigged welder at [AREACOORD(user)].")
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user.log_message("activated a rigged welder", LOG_VICTIM)
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explode()
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switched_on(user)
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update_appearance()
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/obj/item/weldingtool/proc/handle_fuel_and_temps(used = 0, mob/living/user)
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use(used)
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var/turf/location = get_turf(user)
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location.hotspot_expose(700, 50, 1)
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/// Returns the amount of fuel in the welder
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/obj/item/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount(/datum/reagent/fuel)
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/// Uses fuel from the welding tool.
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/obj/item/weldingtool/use(used = 0)
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if(!isOn() || !check_fuel())
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return FALSE
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if(used > 0)
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burned_fuel_for = 0
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if(get_fuel() >= used)
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reagents.remove_reagent(/datum/reagent/fuel, used)
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check_fuel()
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return TRUE
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else
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return FALSE
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/// Toggles the welding value.
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/obj/item/weldingtool/proc/set_welding(new_value)
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if(welding == new_value)
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return
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. = welding
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welding = new_value
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set_light_on(welding)
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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/weldingtool/proc/check_fuel(mob/user)
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if(get_fuel() <= 0 && welding)
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set_light_on(FALSE)
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switched_on(user)
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update_appearance()
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return FALSE
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return TRUE
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// /Switches the welder on
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/obj/item/weldingtool/proc/switched_on(mob/user)
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if(!status)
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to_chat(user, span_warning("[src] can't be turned on while unsecured!"))
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return
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set_welding(!welding)
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if(welding)
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if(get_fuel() >= 1)
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playsound(loc, activation_sound, 50, TRUE)
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force = 15
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damtype = BURN
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hitsound = 'sound/items/welder.ogg'
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update_appearance()
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START_PROCESSING(SSobj, src)
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else
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balloon_alert(user, "no fuel!")
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switched_off(user)
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else
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playsound(loc, deactivation_sound, 50, TRUE)
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switched_off(user)
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/// Switches the welder off
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/obj/item/weldingtool/proc/switched_off(mob/user)
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set_welding(FALSE)
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force = 3
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damtype = BRUTE
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hitsound = SFX_SWING_HIT
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update_appearance()
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/obj/item/weldingtool/examine(mob/user)
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. = ..()
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. += "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
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/obj/item/weldingtool/get_temperature()
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return welding * heat
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/// Returns whether or not the welding tool is currently on.
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/obj/item/weldingtool/proc/isOn()
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return welding
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/// If welding tool ran out of fuel during a construction task, construction fails.
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/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
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if(!isOn() || !check_fuel())
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to_chat(user, span_warning("[src] has to be on to complete this task!"))
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return FALSE
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if(get_fuel() >= amount)
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return TRUE
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else
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to_chat(user, span_warning("You need more welding fuel to complete this task!"))
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return FALSE
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/// Ran when the welder is attacked by a screwdriver.
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/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/tool, mob/user)
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if(welding)
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to_chat(user, span_warning("Turn it off first!"))
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return
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status = !status
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if(status)
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to_chat(user, span_notice("You resecure [src] and close the fuel tank."))
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reagents.flags &= ~(OPENCONTAINER)
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else
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to_chat(user, span_notice("[src] can now be attached, modified, and refuelled."))
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reagents.flags |= OPENCONTAINER
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add_fingerprint(user)
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/// First step of building a flamethrower (when a welder is attacked by rods)
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/obj/item/weldingtool/proc/flamethrower_rods(obj/item/tool, mob/user)
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if(!status)
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var/obj/item/stack/rods/used_rods = tool
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if (used_rods.use(1))
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var/obj/item/flamethrower/flamethrower_frame = new /obj/item/flamethrower(user.loc)
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if(!remove_item_from_storage(flamethrower_frame, user))
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user.transferItemToLoc(src, flamethrower_frame, TRUE)
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flamethrower_frame.weldtool = src
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add_fingerprint(user)
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to_chat(user, span_notice("You add a rod to a welder, starting to build a flamethrower."))
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user.put_in_hands(flamethrower_frame)
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else
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to_chat(user, span_warning("You need one rod to start building a flamethrower!"))
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/obj/item/weldingtool/ignition_effect(atom/ignitable_atom, mob/user)
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if(use_tool(ignitable_atom, user, 0))
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return span_notice("[user] casually lights [ignitable_atom] with [src], what a badass.")
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else
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return ""
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/obj/item/weldingtool/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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/obj/item/weldingtool/largetank/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/largetank/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/largetank/cyborg
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name = "integrated welding tool"
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desc = "An advanced welder designed to be used in robotic systems. Custom framework doubles the speed of welding."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "indwelder_cyborg"
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toolspeed = 0.5
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/obj/item/weldingtool/largetank/cyborg/cyborg_unequip(mob/user)
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if(!isOn())
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return
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switched_on(user)
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/obj/item/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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max_fuel = 10
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1)
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change_icons = FALSE
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/obj/item/weldingtool/mini/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/mini/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/abductor
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name = "alien welding tool"
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desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
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icon = 'icons/obj/antags/abductor.dmi'
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icon_state = "welder"
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toolspeed = 0.1
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
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light_system = NO_LIGHT_SUPPORT
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light_range = 0
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change_icons = FALSE
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/obj/item/weldingtool/abductor/process()
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if(get_fuel() <= max_fuel)
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reagents.add_reagent(/datum/reagent/fuel, 1)
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..()
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/obj/item/weldingtool/hugetank
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name = "upgraded industrial welding tool"
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desc = "An upgraded welder based of the industrial welder."
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icon_state = "upindwelder"
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inhand_icon_state = "upindwelder"
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max_fuel = 80
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1.2)
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/obj/item/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
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icon_state = "exwelder"
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inhand_icon_state = "exwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT*1.5, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
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change_icons = FALSE
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can_off_process = TRUE
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light_range = 1
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.5
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var/last_gen = 0
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var/nextrefueltick = 0
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/obj/item/weldingtool/experimental/process()
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..()
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if(get_fuel() < max_fuel && nextrefueltick < world.time)
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nextrefueltick = world.time + 10
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reagents.add_reagent(/datum/reagent/fuel, 1)
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#undef WELDER_FUEL_BURN_INTERVAL
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