/obj/item/weapon/phone name = "red phone" desc = "Should anything ever go wrong..." icon = 'icons/obj/items.dmi' icon_state = "red_phone" flags = FPRINT siemens_coefficient = 1 force = 3.0 throwforce = 2.0 throw_speed = 1 throw_range = 4 w_class = W_CLASS_SMALL attack_verb = list("calls", "rings", "dials") hitsound = 'sound/weapons/ring.ogg' /obj/item/weapon/phone/suicide_act(mob/user) to_chat(viewers(user), "[user] wraps the cord of the [src.name] around \his neck! It looks like \he's trying to commit suicide.") return(OXYLOSS) /*/obj/item/weapon/syndicate_uplink name = "station bounced radio" desc = "Remain silent about this..." icon = 'icons/obj/radio.dmi' icon_state = "radio" var/temp = null var/uses = 10.0 var/selfdestruct = 0.0 var/traitor_frequency = 0.0 var/mob/currentUser = null var/obj/item/device/radio/origradio = null flags = FPRINT | CONDUCT | ONBELT w_class = W_CLASS_SMALL item_state = "radio" throw_speed = 4 throw_range = 20 m_amt = 100 origin_tech = Tc_MAGNETS + "=2;" + Tc_SYNDICATE + "=3"*/ /obj/item/weapon/rsp name = "\improper Rapid-Seed-Producer (RSP)" desc = "A device used to rapidly deploy seeds." icon = 'icons/obj/items.dmi' icon_state = "rcd" opacity = 0 density = 0 anchored = 0.0 var/matter = 0 var/mode = 1 w_class = W_CLASS_MEDIUM /obj/item/weapon/bananapeel name = "banana peel" desc = "A peel from a banana." icon = 'icons/obj/items.dmi' icon_state = "banana_peel" item_state = "banana_peel" w_class = W_CLASS_TINY throwforce = 0 throw_speed = 4 throw_range = 20 /obj/item/weapon/bananapeel/suicide_act(mob/user) to_chat(viewers(user), "[user] drops the [src.name] on the ground and steps on it causing \him to crash to the floor, bashing \his head wide open. ") return(OXYLOSS) /obj/item/weapon/corncob name = "corn cob" desc = "A reminder of meals gone by." icon = 'icons/obj/harvest.dmi' icon_state = "corncob" item_state = "corncob" w_class = W_CLASS_TINY throwforce = 0 throw_speed = 4 throw_range = 20 /obj/item/weapon/soap name = "soap" desc = "A cheap bar of soap. Doesn't smell." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "soap" w_class = W_CLASS_TINY throwforce = 0 throw_speed = 4 throw_range = 20 /obj/item/weapon/soap/nanotrasen desc = "A Nanotrasen brand bar of soap. Smells of plasma." icon_state = "soapnt" /obj/item/weapon/soap/deluxe desc = "A deluxe Waffle Co. brand bar of soap. Smells of condoms." icon_state = "soapdeluxe" /obj/item/weapon/soap/syndie desc = "An untrustworthy bar of soap. Smells of fear." icon_state = "soapsyndie" /obj/item/weapon/c_tube name = "cardboard tube" desc = "A tube... of cardboard." icon = 'icons/obj/items.dmi' icon_state = "c_tube" throwforce = 1 w_class = W_CLASS_TINY throw_speed = 4 throw_range = 5 /obj/item/weapon/cane name = "cane" desc = "A cane used by a true gentlemen. Or a clown." icon = 'icons/obj/weapons.dmi' origin_tech = Tc_MATERIALS + "=1" icon_state = "cane" item_state = "stick" flags = FPRINT siemens_coefficient = 1 force = 5.0 throwforce = 7.0 w_class = W_CLASS_SMALL starting_materials = list(MAT_IRON = 50) w_type = RECYK_MISC melt_temperature = MELTPOINT_STEEL attack_verb = list("bludgeons", "whacks", "disciplines", "thrashes") /obj/item/weapon/disk name = "disk" icon = 'icons/obj/items.dmi' //TODO: Figure out wtf this is and possibly remove it -Nodrak /obj/item/weapon/dummy name = "dummy" invisibility = 101.0 anchored = 1.0 flags = 0 /obj/item/weapon/dummy/ex_act() return /obj/item/weapon/dummy/blob_act() return /* /obj/item/weapon/game_kit name = "Gaming Kit" icon = 'icons/obj/items.dmi' icon_state = "game_kit" var/selected = null var/board_stat = null var/data = "" var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit" item_state = "sheet-metal" w_class = W_CLASS_HUGE */ /obj/item/weapon/legcuffs name = "legcuffs" desc = "Use this to keep prisoners in line." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "handcuff" flags = FPRINT siemens_coefficient = 1 throwforce = 0 w_class = W_CLASS_MEDIUM origin_tech = Tc_MATERIALS + "=1" var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute /obj/item/weapon/legcuffs/bolas name = "bolas" desc = "An entangling bolas. Throw at your foes to trip them and prevent them from running." gender = NEUTER icon = 'icons/obj/weapons.dmi' icon_state = "bolas" flags = FPRINT siemens_coefficient = 1 slot_flags = SLOT_BELT throwforce = 2 w_class = W_CLASS_SMALL w_type = RECYK_METAL origin_tech = Tc_MATERIALS + "=1" attack_verb = list("lashes", "bludgeons", "whips") force = 4 breakouttime = 50 //10 seconds throw_speed = 1 throw_range = 10 var/dispenser = 0 var/throw_sound = 'sound/weapons/whip.ogg' var/trip_prob = 60 var/thrown_from /obj/item/weapon/legcuffs/bolas/suicide_act(mob/living/user) to_chat(viewers(user), "[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide.") return(OXYLOSS) /obj/item/weapon/legcuffs/bolas/throw_at(var/atom/A, throw_range, throw_speed) if(!throw_range) return //divide by zero, also you throw like a girl if(usr && !istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas)) //if there is a user, but not a mech if(istype(usr, /mob/living/carbon/human)) //if the user is human var/mob/living/carbon/human/H = usr if((M_CLUMSY in H.mutations) && prob(50)) to_chat(H, "You smack yourself in the face while swinging the [src]!") H.Stun(2) H.drop_item(src) return if (!thrown_from && usr) //if something hasn't set it already (like a mech does when it launches) thrown_from = usr //then the user must have thrown it if (!istype(thrown_from, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas)) playsound(src, throw_sound, 20, 1) //because mechs play the sound anyways var/turf/target = get_turf(A) var/atom/movable/adjtarget = new /atom/movable var/xadjust = 0 var/yadjust = 0 var/scaler = 0 //used to changed the normalised vector to the proper size scaler = throw_range / max(abs(target.x - src.x), abs(target.y - src.y),1) //whichever is larger magnitude is what we normalise to if (target.x - src.x != 0) //just to avoid fucking with math for no reason xadjust = round((target.x - src.x) * scaler) //normalised vector is now scaled up to throw_range adjtarget.x = src.x + xadjust //the new target at max range else adjtarget.x = src.x if (target.y - src.y != 0) yadjust = round((target.y - src.y) * scaler) adjtarget.y = src.y + yadjust else adjtarget.y = src.y // log_admin("Adjusted target of [adjtarget.x] and [adjtarget.y], adjusted with [xadjust] and [yadjust] from [scaler]") ..(get_turf(adjtarget), throw_range, throw_speed) thrown_from = null /obj/item/weapon/legcuffs/bolas/throw_impact(atom/hit_atom) //Pomf was right, I was wrong - Comic if(isliving(hit_atom) && hit_atom != usr) //if the target is a live creature other than the thrower var/mob/living/M = hit_atom if(ishuman(M)) //if they're a human species var/mob/living/carbon/human/H = M if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment) if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic step(H, H.dir) H.visible_message("[H] was tripped by the bolas!","Your legs have been tangled!"); H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected H.Knockdown(4) H.legcuffed = src //applies legcuff properties inherited through legcuffs src.forceMove(H) H.update_inv_legcuffed() if(!H.legcuffed) //in case it didn't happen, we need a safety net throw_failed() else if(H.legcuffed) //if the target is already legcuffed (has to be walking) throw_failed() return else //walking, but uncuffed, or the running prob() failed to_chat(H, "You stumble over the thrown bolas") step(H, H.dir) H.Stun(1) throw_failed() return else M.Stun(2) //minor stun damage to anything not human throw_failed() return /obj/item/weapon/legcuffs/bolas/proc/throw_failed() //called when the throw doesn't entangle //log_admin("Logged as [thrown_from]") if(!thrown_from || !istype(thrown_from, /mob/living)) //in essence, if we don't know whether a person threw it qdel(src) //destroy it, to stop infinite bolases /obj/item/weapon/legcuffs/bolas/Bump() ..() throw_failed() //allows a mech bolas to be destroyed // /obj/item/weapon/legcuffs/bolas/cyborg To be implemented // dispenser = 1 /obj/item/weapon/legcuffs/bolas/cable name = "cable bolas" desc = "A poorly made bolas, tied together with cable." icon_state = "" throw_speed = 1 throw_range = 6 trip_prob = 10 var/obj/item/weight1 = null //the two items that are attached to the cable var/obj/item/weight2 = null var/cable_color = "" var/desc_empty = "A poorly made bolas, tied together with cable. It has nothing on it." var/screw_state = "" //used for storing info about the screwdriver var/screw_istate = "" /obj/item/weapon/legcuffs/bolas/cable/New() ..() desc = desc_empty weight1 = null weight2 = null update_icon() /obj/item/weapon/legcuffs/bolas/cable/update_icon() if (!weight1 && !weight2) icon_state = "cbolas_[cable_color]" overlays.len = 0 desc = desc_empty trip_prob = 0 return else overlays.len = 0 if (weight1) trip_prob = 10 overlays += icon("icons/obj/weapons.dmi", "cbolas_weight1") if (weight2) trip_prob = 30 overlays += icon("icons/obj/weapons.dmi", "cbolas_weight2") desc = "A poorly made bolas, made out of \a [weight1] and [weight2 ? "\a [weight2]": "missing a second weight"], tied together with cable." /obj/item/weapon/legcuffs/bolas/cable/throw_failed() if(prob(20)) src.visible_message("\The [src] falls to pieces on impact!") if(weight1) weight1.forceMove(src.loc) weight1 = null if(weight2) weight2.forceMove(src.loc) weight2 = null update_icon(src) /obj/item/weapon/legcuffs/bolas/cable/attackby(var/obj/O, mob/user) if(istype(O, /obj/item)) if(istype(O, /obj/item/weapon/gift) || istype(O,/obj/item/delivery)) return var/obj/item/I = O if(istype(O, /obj/item/weapon/legcuffs/bolas)) //don't stack into infinity return if(iswirecutter(I)) //allows you to convert the wire back to a cable coil if(!weight1 && !weight2) //if there's nothing attached user.show_message("You cut the knot in the [src].") playsound(usr, 'sound/items/Wirecutter.ogg', 50, 1) var /obj/item/stack/cable_coil/C = new /obj/item/stack/cable_coil(user.loc) //we get back the wire lengths we put in var /obj/item/stack/cable_coil/S = new /obj/item/weapon/screwdriver(user.loc) C.amount = 10 C._color = cable_color C.icon_state = "coil_[C._color]" C.update_icon() S.item_state = screw_state S.icon_state = screw_istate S.update_icon() user.put_in_hands(S) qdel(src) return else user.show_message("You cut off [weight1] [weight2 ? "and [weight2]" : ""].") //you remove the items currently attached if(weight1) weight1.forceMove(get_turf(usr)) weight1 = null if(weight2) weight2.forceMove(get_turf(usr)) weight2 = null playsound(user, 'sound/items/Wirecutter.ogg', 50, 1) update_icon() return if(I.w_class) //if it has a defined weight if(I.w_class == W_CLASS_SMALL || I.w_class == W_CLASS_MEDIUM) //just one is too specific, so don't change this if(!weight1) if(user.drop_item(I, src)) weight1 = I user.show_message("You tie [weight1] to the [src].") update_icon() //del(I) return if(!weight2) //just in case if(user.drop_item(I, src)) weight2 = I user.show_message("You tie [weight2] to the [src].") update_icon() //del(I) return else user.show_message("There are already two weights on this [src]!") return else if (I.w_class < W_CLASS_SMALL) user.show_message("\The [I] is too small to be used as a weight.") else if (I.w_class > W_CLASS_MEDIUM) user.show_message("\The [I] is [I.w_class > W_CLASS_LARGE ? "far " : ""] too big to be used a weight.") else user.show_message("There are already two weights on this [src]!") /obj/item/weapon/legcuffs/beartrap name = "bear trap" throw_speed = 2 throw_range = 1 layer = OPEN_DOOR_LAYER icon_state = "beartrap0" desc = "A trap used to catch bears and other legged creatures." var/armed = 0 var/obj/item/weapon/grenade/iedcasing/IED = null /obj/item/weapon/legcuffs/beartrap/suicide_act(mob/user) to_chat(viewers(user), "[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.") return (BRUTELOSS) /obj/item/weapon/legcuffs/beartrap/update_icon() icon_state = "beartrap[armed]" /obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob) ..() if(ishuman(user) && !user.stat && !user.restrained()) armed = !armed update_icon() to_chat(user, "[src] is now [armed ? "armed" : "disarmed"]") playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) if(armed && IED) message_admins("[key_name(usr)] has armed a beartrap rigged with an IED at [formatJumpTo(get_turf(src))]!") log_game("[key_name(usr)] has armed a beartrap rigged with an IED at [formatJumpTo(get_turf(src))]!") /obj/item/weapon/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive. if(istype(I, /obj/item/weapon/grenade/iedcasing)) if(IED) to_chat(user, "This beartrap already has an IED hooked up to it!") return IED = I switch(IED.assembled) if(0,1) //if it's not fueled/hooked up to_chat(user, "You haven't prepared this IED yet!") IED = null return if(2,3) if(user.drop_item(I, src)) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/log_str = "[key_name(usr)]? has rigged a beartrap with an IED at [A.name] (JMP)." message_admins(log_str) log_game(log_str) to_chat(user, "You sneak the [IED] underneath the pressure plate and connect the trigger wire.") desc = "A trap used to catch bears and other legged creatures. There is an IED hooked up to it." else to_chat(user, "You shouldn't be reading this message! Contact a coder or someone, something broke!") IED = null return if(isscrewdriver(I)) if(IED) IED.forceMove(get_turf(src.loc)) IED = null to_chat(user, "You remove the IED from the [src].") return ..() /obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj) if(armed && isliving(AM) && isturf(src.loc)) var/mob/living/L = AM if(L.on_foot()) //Flying mobs can't get caught in beartraps! Note that this also prevents lying mobs from triggering traps if(IED && isturf(src.loc)) IED.active = 1 IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled") IED.icon_state = initial(icon_state) + "_active" IED.assembled = 3 var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/log_str = "[key_name(usr)]? has triggered an IED-rigged [name] at [A.name] (JMP)." message_admins(log_str) log_game(log_str) spawn(IED.det_time) IED.prime() src.desc = initial(src.desc) if(ishuman(L)) var/mob/living/carbon/H = AM if(H.m_intent == "run") armed = 0 H.legcuffed = src src.forceMove(H) H.update_inv_legcuffed() feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart. H.visible_message("[H] steps on \the [src].",\ "You step on \the [src]![(IED && IED.active) ? " The explosive device attached to it activates." : ""]",\ "You hear a sudden snapping sound!",\ //Hallucination messages "A terrifying crocodile snaps at [H]!",\ "A [(IED && IED.active) ? "crocodile" : "horrifying fiery dragon"] attempts to bite your leg off!") else if(isanimal(AM)) armed = 0 var/mob/living/simple_animal/SA = AM SA.health -= 20 update_icon() ..() /obj/item/weapon/batteringram name = "battering ram" desc = "A hydraulic compression/spreader-type mechanism which, when applied to a door, will charge before rapidly expanding and dislodging frames." flags = TWOHANDABLE | MUSTTWOHAND | FPRINT icon = 'icons/obj/weapons.dmi' icon_state = "ram" item_state = "ram" inhand_states = list("left_hand" = 'icons/mob/in-hand/left/misc_tools.dmi', "right_hand" = 'icons/mob/in-hand/right/misc_tools.dmi') siemens_coefficient = 0 throwforce = 15 w_class = W_CLASS_MEDIUM w_type = RECYK_METAL origin_tech = Tc_COMBAT + "=5" attack_verb = list("rams", "bludgeons") force = 15 throw_speed = 1 throw_range = 3 /obj/item/weapon/caution desc = "Caution! Wet Floor!" name = "wet floor sign" icon = 'icons/obj/janitor.dmi' icon_state = "caution" force = 1.0 throwforce = 3.0 throw_speed = 1 throw_range = 5 w_class = W_CLASS_SMALL flags = FPRINT attack_verb = list("warns", "cautions", "smashes") /obj/item/weapon/caution/proximity_sign var/timing = 0 var/armed = 0 var/timepassed = 0 flags = FPRINT | PROXMOVE /obj/item/weapon/caution/proximity_sign/attack_self(mob/user as mob) if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.mind.assigned_role != "Janitor") return if(armed) armed = 0 to_chat(user, "You disarm \the [src].") return timing = !timing if(timing) processing_objects.Add(src) else armed = 0 timepassed = 0 to_chat(H, "You [timing ? "activate \the [src]'s timer, you have 15 seconds." : "de-activate \the [src]'s timer."]") /obj/item/weapon/caution/proximity_sign/process() if(!timing) processing_objects.Remove(src) timepassed++ if(timepassed >= 15 && !armed) armed = 1 timing = 0 /obj/item/weapon/caution/proximity_sign/HasProximity(atom/movable/AM as mob|obj) if(armed) if(istype(AM, /mob/living/carbon) && !istype(AM, /mob/living/carbon/brain)) var/mob/living/carbon/C = AM if(C.m_intent != "walk") src.visible_message("The [src.name] beeps, \"Running on wet floors is hazardous to your health.\"") explosion(src.loc,-1,2,0) if(ishuman(C)) dead_legs(C) if(src) qdel(src) /obj/item/weapon/caution/proximity_sign/proc/dead_legs(mob/living/carbon/human/H as mob) var/datum/organ/external/l = H.organs_by_name[LIMB_LEFT_LEG] var/datum/organ/external/r = H.organs_by_name[LIMB_RIGHT_LEG] if(l && !(l.status & ORGAN_DESTROYED)) l.status |= ORGAN_DESTROYED if(r && !(r.status & ORGAN_DESTROYED)) r.status |= ORGAN_DESTROYED /obj/item/weapon/caution/cone desc = "This cone is trying to warn you of something!" name = "warning cone" icon_state = "cone" /obj/item/weapon/rack_parts name = "rack parts" desc = "Parts of a rack." icon = 'icons/obj/items.dmi' icon_state = "rack_parts" flags = FPRINT siemens_coefficient = 1 starting_materials = list(MAT_IRON = 3750) w_type = RECYK_METAL melt_temperature=MELTPOINT_STEEL /obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user) ..() if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0, user)) to_chat(user, "You begin slicing through \the [src].") playsound(user, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, src, 60)) to_chat(user, "You cut \the [src] into a gun stock.") if(src.loc == user) user.drop_item(src, force_drop = 1) var/obj/item/weapon/metal_gun_stock/I = new (get_turf(user)) user.put_in_hands(I) qdel(src) else new /obj/item/weapon/metal_gun_stock(get_turf(src.loc)) qdel(src) else to_chat(user, "You need more welding fuel to complete this task.") /obj/item/weapon/SWF_uplink name = "station-bounced radio" desc = "Used for communication, it appears." icon = 'icons/obj/radio.dmi' icon_state = "radio" var/temp = null var/uses = 8.0 var/selfdestruct = 0.0 var/traitor_frequency = 0.0 var/obj/item/device/radio/origradio = null flags = FPRINT siemens_coefficient = 1 slot_flags = SLOT_BELT item_state = "radio" throwforce = 5 w_class = W_CLASS_SMALL throw_speed = 4 throw_range = 20 starting_materials = list(MAT_IRON = 100) w_type = RECYK_ELECTRONIC melt_temperature=MELTPOINT_SILICON origin_tech = Tc_MAGNETS + "=1" /obj/item/weapon/staff name = "wizards staff" desc = "Apparently a staff used by the wizard." icon = 'icons/obj/wizard.dmi' icon_state = "staff" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = W_CLASS_SMALL flags = FPRINT attack_verb = list("bludgeons", "whacks", "disciplines") /obj/item/weapon/staff/broom name = "broom" desc = "Used for sweeping, and flying into the night while cackling. Black cat not included." icon = 'icons/obj/wizard.dmi' icon_state = "broom" item_state = "broom0" flags = FPRINT | TWOHANDABLE /obj/item/weapon/staff/broom/update_wield(mob/user) ..() item_state = "broom[wielded ? 1 : 0]" force = wielded ? 5 : 3 attack_verb = wielded ? list("rams into", "charges at") : list("bludgeons", "whacks", "cleans", "dusts") if(user) user.update_inv_hands() if(iswizard(user) || isapprentice(user)) user.flying = wielded ? 1 : 0 if(wielded) to_chat(user, "You hold \the [src] between your legs.") user.say("QUID 'ITCH") animate(user, pixel_y = pixel_y + 10 * PIXEL_MULTIPLIER , time = 10, loop = 1, easing = SINE_EASING) else animate(user, pixel_y = pixel_y + 10 * PIXEL_MULTIPLIER , time = 1, loop = 1) animate(user, pixel_y = pixel_y, time = 10, loop = 1, easing = SINE_EASING) animate(user) if(user.lying)//aka. if they have just been stunned user.pixel_y -= 6 * PIXEL_MULTIPLIER else if(wielded) to_chat(user, "You hold \the [src] between your legs.") /obj/item/weapon/staff/broom/attackby(var/obj/O, mob/user) if(istype(O, /obj/item/clothing/mask/horsehead)) new/obj/item/weapon/staff/broom/horsebroom(get_turf(src)) user.u_equip(O) qdel(O) qdel(src) return ..() /obj/item/weapon/staff/broom/horsebroom name = "broomstick horse" desc = "Saddle up!" icon = 'icons/obj/wizard.dmi' icon_state = "horsebroom" item_state = "horsebroom0" /obj/item/weapon/staff/broom/horsebroom/update_wield(mob/user) ..() item_state = "horsebroom[wielded ? 1 : 0]" /obj/item/weapon/staff/stick name = "stick" desc = "A great tool to drag someone else's drinks across the bar." icon = 'icons/obj/weapons.dmi' icon_state = "stick" item_state = "stick" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = W_CLASS_SMALL flags = FPRINT /obj/item/weapon/table_parts name = "table parts" desc = "Parts of a table. Poor table." gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "table_parts" starting_materials = list(MAT_IRON = 3750) w_type = RECYK_METAL melt_temperature=MELTPOINT_STEEL flags = FPRINT siemens_coefficient = 1 attack_verb = list("slams", "bashes", "batters", "bludgeons", "thrashes", "whacks") /obj/item/weapon/table_parts/cultify() new /obj/item/weapon/table_parts/wood(loc) ..() /obj/item/weapon/table_parts/reinforced name = "reinforced table parts" desc = "Hard table parts. Well...harder..." icon = 'icons/obj/items.dmi' icon_state = "reinf_tableparts" starting_materials = list(MAT_IRON = 7500) w_type = RECYK_METAL melt_temperature=MELTPOINT_STEEL flags = FPRINT siemens_coefficient = 1 /obj/item/weapon/table_parts/glass name = "glass table parts" desc = "Glass table parts for the spaceman with style." icon = 'icons/obj/items.dmi' icon_state = "glass_tableparts" starting_materials = list(MAT_GLASS = 3750) w_type = RECYK_GLASS melt_temperature=MELTPOINT_GLASS flags = FPRINT siemens_coefficient = 0 //copying from glass sheets and shards even if its bad balance /obj/item/weapon/table_parts/wood name = "wooden table parts" desc = "Keep away from fire." icon_state = "wood_tableparts" flags = 0 /obj/item/weapon/table_parts/wood/poker name = "gambling table parts" icon_state = "gambling_tableparts" /obj/item/weapon/table_parts/wood/cultify() return /obj/item/weapon/wire desc = "This is just a simple piece of regular insulated wire." name = "wire" icon = 'icons/obj/power.dmi' icon_state = "item_wire" var/amount = 1.0 var/laying = 0.0 var/old_lay = null starting_materials = list(MAT_IRON = 70) w_type = RECYK_METAL melt_temperature=MELTPOINT_STEEL attack_verb = list("whips", "lashes", "disciplines", "tickles") /obj/item/weapon/wire/suicide_act(mob/user) to_chat(viewers(user), "[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.") return (OXYLOSS) /obj/item/weapon/module icon = 'icons/obj/module.dmi' //icon_state = "std_module" w_class = W_CLASS_SMALL item_state = "electronic" flags = FPRINT siemens_coefficient = 1 var/mtype = 1 // 1=electronic 2=hardware /obj/item/weapon/module/card_reader name = "card reader module" icon_state = "card_mod" desc = "An electronic module for reading data and ID cards." /obj/item/weapon/circuitboard/power_control icon = 'icons/obj/module.dmi' name = "power control module" icon_state = "power_mod" desc = "Heavy-duty switching circuits for power control." /obj/item/weapon/circuitboard/station_map icon = 'icons/obj/module.dmi' name = "holomap module" icon_state = "card_mod" desc = "Holographic circuits for station holomaps." /obj/item/weapon/module/id_auth name = "\improper ID authentication module" icon_state = "id_mod" desc = "A module allowing secure authorization of ID cards." /obj/item/weapon/module/cell_power name = "power cell regulator module" icon_state = "power_mod" desc = "A converter and regulator allowing the use of power cells." /obj/item/weapon/module/cell_power name = "power cell charger module" icon_state = "power_mod" desc = "Charging circuits for power cells." /obj/item/weapon/syntiflesh name = "syntiflesh" desc = "Meat that appears... strange..." icon = 'icons/obj/food.dmi' icon_state = "meat" flags = FPRINT siemens_coefficient = 1 w_class = W_CLASS_TINY origin_tech = Tc_BIOTECH + "=2" /* /obj/item/weapon/cigarpacket name = "Pete's Cuban Cigars" desc = "The most robust cigars on the planet." icon = 'icons/obj/cigarettes.dmi' icon_state = "cigarpacket" item_state = "cigarpacket" w_class = W_CLASS_TINY throwforce = 2 var/cigarcount = 6 flags = ONBELT */ /obj/item/weapon/pai_cable desc = "A flexible coated cable with a universal jack on one end." name = "data cable" icon = 'icons/obj/power.dmi' icon_state = "wire1" var/obj/machinery/machine /* /obj/item/weapon/research//Makes testing much less of a pain -Sieve name = "research" icon = 'icons/obj/stock_parts.dmi' icon_state = "capacitor" desc = "A debug item for research." origin_tech = Tc_MATERIALS + "=8;" + Tc_PROGRAMMING + "=8;" + Tc_MAGNETS + "=8;" + Tc_POWERSTORAGE + "=8;" + Tc_BLUESPACE + "=8;" + Tc_COMBAT + "=8;" + Tc_BIOTECH + "=8;" + Tc_SYNDICATE + "=8" */ /obj/item/weapon/ectoplasm name = "ectoplasm" desc = "The remnants of a being between the world of the living and the dead. Spooky." gender = PLURAL icon = 'icons/obj/wizard.dmi' icon_state = "ectoplasm" w_type = RECYK_BIOLOGICAL /////////Random shit//////// /obj/item/weapon/lightning name = "lightning" icon = 'icons/obj/lightning.dmi' icon_state = "lightning" desc = "test lightning" flags = 0 New() icon = midicon icon_state = "1" /obj/item/weapon/lightning/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params) var/angle = get_angle(A, user) // to_chat(world, angle) angle = round(angle) + 45 if(angle > 180) angle -= 180 else angle += 180 if(!angle) angle = 1 // to_chat(world, "adjusted [angle]") icon_state = "[angle]" // to_chat(world, "[angle] [(get_dist(user, A) - 1)]") user.Beam(A, "lightning", 'icons/obj/zap.dmi', 50, 15) /*Testing proc // creates an /icon object with 360 states of rotation rotate_icon(file, state, step = 1, aa = FALSE) var icon/base = icon(file, state) var w, h, w2, h2 if(aa) aa ++ w = base.Width() w2 = w * aa h = base.Height() h2 = h * aa var icon{result = icon(base); temp} for(var/angle in 0 to 360 step step) if(angle == 0 ) continue if(angle == 360) continue temp = icon(base) if(aa) temp.Scale(w2, h2) temp.Turn(angle) if(aa) temp.Scale(w, h) result.Insert(temp, "[angle]") return result*/