mirror of
https://github.com/VOREStation/VOREStation.git
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* Consolidates copypasta for repairing robolimbs Also prevents self-repairing a limb you are using to hold the tool * Fixes robot organs becoming undamagable after reaching cap * Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck * Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes #13123 * Fixes damage to robotic limbs not triggering organ processing At the same time, robotic limbs with damage don't need to process. However, it's much safer to explicitly have robot limbs return 0 from needs_process() instead of not rechecking bad external organs. * Build on HarpyEagle changes to apply to Polaris Had to apply the change from flag to an enumeration. * Removes unneeded file * Fix bruisepacks, remove heart Well, the unused bay version of the heart anyway * Tweaks examine, reverts isSynthetic Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
501 lines
15 KiB
Plaintext
501 lines
15 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 many common uses. Can be usually 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 = 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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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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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 = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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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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matter = list(DEFAULT_WALL_MATERIAL = 75)
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attack_verb = list("stabbed")
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sharp = 1
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suicide_act(mob/user)
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viewers(user) << pick("<span class='danger'>\The [user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.</span>", \
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"<span class='danger'>\The [user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.</span>")
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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) || user.a_intent == "help")
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return ..()
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if(user.zone_sel.selecting != O_EYES && user.zone_sel.selecting != BP_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 = 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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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 80)
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attack_verb = list("pinched", "nipped")
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sharp = 1
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edge = 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/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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if(C.buckled && C.buckled.buckle_require_restraints)
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C.buckled.unbuckle_mob()
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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 = 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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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
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//R&D tech level
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origin_tech = list(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/Destroy()
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if(welding)
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processing_objects -= src
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..()
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/obj/item/weapon/weldingtool/examine(mob/user)
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if(..(user, 0))
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user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/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 << "<span class='danger'>Stop welding first!</span>"
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return
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status = !status
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if(status)
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user << "<span class='notice'>You secure the welder.</span>"
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else
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user << "<span class='notice'>The welder can now be attached and modified.</span>"
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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.remove_from_mob(src)
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else
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user.remove_from_mob(src)
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src.master = F
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src.layer = initial(src.layer)
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user.remove_from_mob(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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if(welding)
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if(prob(5))
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remove_fuel(1)
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if(get_fuel() < 1)
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setWelding(0)
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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/living))
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var/mob/living/M = location
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if(M.item_is_in_hands(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, proximity)
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if(!proximity) return
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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_obj(src, max_fuel)
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user << "<span class='notice'>Welder refueled</span>"
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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 with a welding tool.")
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log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
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user << "<span class='danger'>You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>"
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var/obj/structure/reagent_dispensers/fueltank/tank = O
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tank.explode()
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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(isliving(O))
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var/mob/living/L = O
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L.IgniteMob()
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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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setWelding(!welding, usr)
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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)
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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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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 << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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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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/obj/item/weapon/weldingtool/update_icon()
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..()
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icon_state = welding ? "welder1" : "welder"
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var/mob/M = loc
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if(istype(M))
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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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/set_welding, var/mob/M)
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if(!status) return
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var/turf/T = get_turf(src)
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//If we're turning it on
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if(set_welding && !welding)
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if (get_fuel() > 0)
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if(M)
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M << "<span class='notice'>You switch the [src] on.</span>"
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else if(T)
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T.visible_message("<span class='danger'>\The [src] turns on.</span>")
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src.force = 15
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src.damtype = "fire"
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src.w_class = 4
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welding = 1
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update_icon()
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processing_objects |= src
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else
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if(M)
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M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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//Otherwise
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else if(!set_welding && welding)
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processing_objects -= src
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if(M)
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M << "<span class='notice'>You switch \the [src] off.</span>"
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else if(T)
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T.visible_message("<span class='warning'>\The [src] turns off.</span>")
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src.force = 3
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src.damtype = "brute"
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src.w_class = initial(src.w_class)
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src.welding = 0
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update_icon()
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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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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if(!E)
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return
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switch(safety)
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if(1)
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usr << "<span class='warning'>Your eyes sting a little.</span>"
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E.damage += rand(1, 2)
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if(E.damage > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "<span class='warning'>Your eyes burn.</span>"
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E.damage += rand(2, 4)
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if(E.damage > 10)
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E.damage += rand(4,10)
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if(-1)
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usr << "<span class='danger'>Your thermals intensify the welder's glow. Your eyes itch and burn severely.</span>"
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(safety<2)
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if(E.damage > 10)
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user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
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if (E.damage >= E.min_broken_damage)
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user << "<span class='danger'>You go blind!</span>"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "<span class='danger'>You go blind!</span>"
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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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origin_tech = list(TECH_ENGINEERING = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
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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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origin_tech = list(TECH_ENGINEERING = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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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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origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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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 remove floors and to pry open doors."
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icon = 'icons/obj/items.dmi'
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icon_state = "crowbar"
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flags = 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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origin_tech = list(TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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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"
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/obj/item/weapon/weldingtool/attack(var/atom/A, var/mob/living/user, var/def_zone)
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if(ishuman(A) && user.a_intent == I_HELP)
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var/mob/living/carbon/human/H = A
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var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
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if(!S || S.robotic < ORGAN_ROBOT || S.open == 3)
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return ..()
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if(!welding)
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user << "<span class='warning'>You'll need to turn [src] on to patch the damage on [H]'s [S.name]!</span>"
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return 1
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if(S.robo_repair(15, BRUTE, "some dents", src, user))
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remove_fuel(1, user)
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else
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return ..()
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/*/obj/item/weapon/combitool
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name = "combi-tool"
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desc = "It even has one of those nubbins for doing the thingy."
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icon = 'icons/obj/items.dmi'
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icon_state = "combitool"
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w_class = 2
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var/list/spawn_tools = list(
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/obj/item/weapon/screwdriver,
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/obj/item/weapon/wrench,
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/obj/item/weapon/wirecutters,
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/obj/item/weapon/material/kitchen/utensil/knife,
|
|
/obj/item/weapon/material/kitchen/utensil/fork,
|
|
/obj/item/weapon/material/hatchet
|
|
)
|
|
var/list/tools = list()
|
|
var/current_tool = 1
|
|
|
|
/obj/item/weapon/combitool/examine()
|
|
..()
|
|
if(loc == usr && tools.len)
|
|
usr << "It has the following fittings:"
|
|
for(var/obj/item/tool in tools)
|
|
usr << "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]"
|
|
|
|
/obj/item/weapon/combitool/New()
|
|
..()
|
|
for(var/type in spawn_tools)
|
|
tools |= new type(src)
|
|
|
|
/obj/item/weapon/combitool/attack_self(mob/user as mob)
|
|
if(++current_tool > tools.len) current_tool = 1
|
|
var/obj/item/tool = tools[current_tool]
|
|
if(!tool)
|
|
user << "You can't seem to find any fittings in \the [src]."
|
|
else
|
|
user << "You switch \the [src] to the [tool.name] fitting."
|
|
return 1
|
|
|
|
/obj/item/weapon/combitool/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
|
if(!M.Adjacent(user))
|
|
return 0
|
|
var/obj/item/tool = tools[current_tool]
|
|
if(!tool) return 0
|
|
return (tool ? tool.attack(M,user) : 0)
|
|
|
|
/obj/item/weapon/combitool/afterattack(var/atom/target, var/mob/living/user, proximity, params)
|
|
if(!proximity)
|
|
return 0
|
|
var/obj/item/tool = tools[current_tool]
|
|
if(!tool) return 0
|
|
tool.loc = user
|
|
var/resolved = target.attackby(tool,user)
|
|
if(!resolved && tool && target)
|
|
tool.afterattack(target,user,1)
|
|
if(tool)
|
|
tool.loc = src*/
|