/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*/