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https://github.com/VOREStation/VOREStation.git
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Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this. The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs. To any coder wanting to add items to this: - You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example. - Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child. - Please do not use 'usr' for anything. Parrots can now see which item they are holding onto in the stat panel. The toy crossbow should once again work properly. Fixes Issue 1227. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
442 lines
12 KiB
Plaintext
442 lines
12 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/* Tools!
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* Note: Multitools are /obj/item/device
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*
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* Contains:
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* Wrench
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* Screwdriver
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* Wirecutters
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* Welding Tool
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* Crowbar
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*/
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/*
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* Wrench
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*/
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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 = 'icons/obj/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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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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/*
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* Screwdriver
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*/
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/obj/item/weapon/screwdriver
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name = "screwdriver"
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desc = "You can be totally screwwy with this."
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icon = 'icons/obj/items.dmi'
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icon_state = "screwdriver"
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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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w_class = 1.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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g_amt = 0
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m_amt = 75
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attack_verb = list("stabbed")
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suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is stabbing the [src] into \his temple! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is stabbing the [src] into \his heart! It looks like \he's trying to commit suicide.</b>")
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return(BRUTELOSS)
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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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/*
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* Wirecutters
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*/
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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 = 'icons/obj/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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attack_verb = list("pinched", "nipped")
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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/living/carbon/C as mob, mob/user as mob)
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if((C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/handcuffs/cable)))
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usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
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"You cut \the [C]'s restraints with \the [src]!",\
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"You hear cable being cut.")
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C.handcuffed = null
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C.update_inv_handcuffed()
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return
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else
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..()
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/*
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* Welding Tool
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*/
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/obj/item/weapon/weldingtool
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name = "welding tool"
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icon = 'icons/obj/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, 'sound/effects/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 |= BLIND
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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 |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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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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/*
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* Crowbar
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*/
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/obj/item/weapon/crowbar
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name = "crowbar"
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desc = "Used to hit floors"
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icon = 'icons/obj/items.dmi'
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icon_state = "crowbar"
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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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item_state = "crowbar"
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w_class = 2.0
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m_amt = 50
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origin_tech = "engineering=1"
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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/obj/item/weapon/crowbar/red
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icon = 'icons/obj/items.dmi'
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icon_state = "red_crowbar"
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item_state = "crowbar_red" |