Files
vgstation13/code/game/objects/items/weapons/tools.dm
baloh.matevz@gmail.com d1d0fd5e4f - hand tools now fit on your belt slot
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3465 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-16 04:00:36 +00:00

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7.2 KiB
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/*
CONTAINS:
WRENCH
SCREWDRIVER
WELDINGTOOOL
*/
// WRENCH
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'items.dmi'
icon_state = "wrench"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 150
origin_tech = "materials=1;engineering=1"
// SCREWDRIVER
/obj/item/weapon/screwdriver/New()
icon_state = pick("screwdriver","screwdriver2","screwdriver3","screwdriver4","screwdriver5","screwdriver6","screwdriver7")
if (prob(75))
src.pixel_y = rand(0, 16)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M)) return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if((user.mutations & CLUMSY) && prob(50))
M = user
return eyestab(M,user)
// WELDING TOOL
/obj/item/weapon/weldingtool
name = "Welding Tool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
m_amt = 70
g_amt = 30
origin_tech = "engineering=1"
var
welding = 0
status = 1
max_fuel = 20
proc
get_fuel()
remove_fuel(var/amount = 1, var/mob/M = null)
check_status()
toggle(var/message = 0)
eyecheck(mob/user as mob)
New()
var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
R.my_atom = src
R.add_reagent("fuel", random_fuel)
return
examine()
set src in usr
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
return
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "\red Stop welding first!"
return
status = !status
if(status)
user << "\blue You resecure the welder."
else
user << "\blue The welder can now be attached and modified."
src.add_fingerprint(user)
return
if((!status) && (istype(W,/obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
src.loc = F
F.weldtool = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
else
user.u_equip(src)
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
src.add_fingerprint(user)
return
..()
return
process()
switch(welding)
if(0)
processing_objects.Remove(src)
return
if(1)
if(prob(5))//Welders left on now use up fuel, but lets not have them run out quite that fast
remove_fuel(1)
if(2)
if(prob(75))
remove_fuel(1)
//if you're actually actively welding, use fuel faster.
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)
afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, max_fuel)
user << "\blue Welder refueled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
attack_self(mob/user as mob)
toggle()
return
///GET prop for fuel
get_fuel()
return reagents.get_reagent_amount("fuel")
///SET prop for fuel
///Will also turn it off if it is out of fuel
///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
remove_fuel(var/amount = 1, var/mob/M = null)
if(!welding || !check_status())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_status()
if(M)
eyecheck(M)//TODO:eyecheck should really be in mob not here
return 1
else
if(M)
M << "\blue You need more welding fuel to complete this task."
return 0
///Quick check to see if we even have any fuel and should shut off
///This could use a better name
check_status()
if((get_fuel() <= 0) && welding)
toggle(1)
return 0
return 1
//toggles the welder off and on
toggle(var/message = 0)
if(!status) return
src.welding = !( src.welding )
if (src.welding)
if (remove_fuel(1))
usr << "\blue You switch the [src] on."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_objects.Add(src)
else
usr << "\blue Need more fuel!"
src.welding = 0
return
else
if(!message)
usr << "\blue You switch the [src] off."
else
usr << "\blue The [src] shuts off!"
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
eyecheck(mob/user as mob)
//check eye protection
if(!iscarbon(user)) return 1
var/safety = user:eyecheck()
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += rand(4,10)
if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
spawn(100)
user.disabilities &= ~1
return
/obj/item/weapon/weldingtool/largetank
name = "Industrial Welding Tool"
max_fuel = 40
m_amt = 70
g_amt = 60
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "Upgraded Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "Experimental Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'items.dmi'
icon_state = "cutters"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
m_amt = 80
origin_tech = "materials=1;engineering=1"
New()
if(prob(50))
icon_state = "cutters-y"