Ports n' Stuff (#65)

* baykun

* spooky lavaland music

* deserted sound +  burger fix

* powertools

* forgot

* ex d

* atom support

* Revert "atom support"

This reverts commit 5c9790bfef97b3a5b3bf324950de6cbe91af71d9.

* ignore atom file for my setup

* oh whoops xd
This commit is contained in:
Somebody once told me the world is gonna roll me; I ain't the sharpest tool in the shed. She was looking kind of dumb with her finger and her thumb in the shape of an "L" on her forehead
2016-10-29 22:13:30 -04:00
committed by TalkingCactus
parent c78fddcf13
commit 9b07cb4798
64 changed files with 371 additions and 143 deletions
+1
View File
@@ -21,6 +21,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
var/hitsound = null
var/usesound = null
var/throwhitsound = null
var/w_class = 3
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
@@ -121,7 +121,7 @@
user << "<span class='warning'>Turn off [src] before you perform this action!</span>"
return 0
user.visible_message("<span class='notice'>[user] unscrews [src]'s maintenance panel and begins fiddling with its innards...</span>", "<span class='notice'>You begin resetting [src]...</span>")
playsound(user, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(user, I.usesound, 50, 1)
if(!do_after(user, 40/I.toolspeed, target = user))
return 0
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
@@ -34,6 +34,22 @@
/obj/item/clothing/gloves/
)
/obj/item/weapon/storage/belt/utility/chief
name = "Chief Engineer's toolbelt"
desc = "Holds tools, looks snazzy"
icon_state = "utilitybelt_ce"
item_state = "utility_ce"
/obj/item/weapon/storage/belt/utility/chief/full/New()
..()
new /obj/item/weapon/screwdriver/power(src)
new /obj/item/weapon/crowbar/power(src)
new /obj/item/weapon/weldingtool/experimental(src)//This can be changed if this is too much
new /obj/item/device/multitool(src)
new /obj/item/stack/cable_coil(src,30,pick("red","yellow","orange"))
new /obj/item/weapon/extinguisher/mini(src)
//much roomier now that we've managed to remove two tools
/obj/item/weapon/storage/belt/utility/full/New()
..()
new /obj/item/weapon/screwdriver(src)
+125 -6
View File
@@ -24,13 +24,14 @@
force = 5
throwforce = 7
w_class = 2
usesound = 'sound/items/Ratchet.ogg'
materials = list(MAT_METAL=150)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
/obj/item/weapon/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.</span>")
user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src]! It looks like \he's trying to commit suicide.</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
@@ -46,6 +47,32 @@
icon_state = "wrench_brass"
toolspeed = 2
/obj/item/weapon/wrench/power
name = "Hand Drill"
desc ="A simple powered drill with a bolt bit"
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 4
/obj/item/weapon/wrench/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/weapon/wirecutters/power/s_drill = new /obj/item/weapon/screwdriver/power
user << "<span class='notice'>You attach the screw driver bit to the [src].</span>"
user.unEquip(src)
user.put_in_active_hand(s_drill)
qdel(src)
obj/item/weapon/wrench/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is pressing the [src] against \his head, it looks like he's trying to drill \his head off")
return (BRUTELOSS)
/obj/item/weapon/wrench/medical
name = "medical wrench"
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
@@ -53,7 +80,7 @@
force = 2 //MEDICAL
throwforce = 4
origin_tech = "materials=1;engineering=1;biotech=3"
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed")
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/weapon/wrench/medical/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take \his soul. It looks like \he's trying to commit suicide.</span>")
@@ -102,11 +129,12 @@
materials = list(MAT_METAL=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/Screwdriver.ogg'
toolspeed = 1
/obj/item/weapon/screwdriver/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.</span>", \
"<span class='suicide'>[user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.</span>"))
user.visible_message(pick("<span class='suicide'>[user] is stabbing the [src] into \his temple! It looks like \he's trying to commit suicide.</span>", \
"<span class='suicide'>[user] is stabbing the [src] into \his heart! It looks like \he's trying to commit suicide.</span>"))
return(BRUTELOSS)
/obj/item/weapon/screwdriver/New(loc, var/param_color = null)
@@ -135,11 +163,40 @@
icon_state = "screwdriver_brass"
toolspeed = 2
/obj/item/weapon/screwdriver/power
name = "Hand Drill"
desc = "A simple hand drill with a screwdriver bit attached."
icon_state = "drill_screw"
item_state = "drill"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb = list("drilled", "screwed", "jabbed","whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 4
/obj/item/weapon/screwdriver/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting the [src] up to \his temple, it looks like they're trying to commit suicide</span>")
return(BRUTELOSS)
/obj/item/weapon/screwdriver/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/weapon/wrench/power/b_drill = new /obj/item/weapon/wrench/power
user << "<span class='notice'>You attach the bolt driver bit to the [src].</span>"
user.unEquip(src)
user.put_in_active_hand(b_drill)
qdel(src)
/obj/item/weapon/screwdriver/cyborg
name = "powered screwdriver"
desc = "An electrical screwdriver, designed to be both precise and quick."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "screwdriver_cyborg"
usesound = 'sound/items/drill_use.ogg'
toolspeed = 2
/*
@@ -160,6 +217,7 @@
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/Wirecutter.ogg'
usesound = 'sound/items/Wirecutter.ogg'
toolspeed = 1
/obj/item/weapon/wirecutters/New(loc, var/param_color = null)
@@ -182,7 +240,7 @@
..()
/obj/item/weapon/wirecutters/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is cutting at \his arteries with the [src.name]! It looks like \he's trying to commit suicide.</span>")
user.visible_message("<span class='suicide'>[user] is cutting at \his arteries with the [src]! It looks like \he's trying to commit suicide.</span>")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1, -1)
return (BRUTELOSS)
@@ -199,6 +257,36 @@
icon_state = "cutters_cyborg"
toolspeed = 2
/obj/item/weapon/wirecutters/power
name = "Jaws of Life"
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head"
icon_state = "jaws_cutter"
item_state = "jawsoflife"
origin_tech = "materials=2;engineering=2"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 4
/obj/item/weapon/wirecutters/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is the [src] around \his neck, it looks like \he's trying to rip \his head off!</span>")
playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
var/mob/living/carbon/C = user
var/obj/item/bodypart/BP = C.get_bodypart("head")
if(BP)
BP.drop_limb()// <- i have no idea why this works, but it does
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
else
user.visible_message("<span class='suicide'>[user] doesn't have a head to cutt off, but dies anyway.</span>")
return (BRUTELOSS)
/obj/item/weapon/wirecutters/power/attack_self(mob/user)
playsound(get_turf(user),"sound/items/change_jaws.ogg",50,1)
var/obj/item/weapon/crowbar/power/pryjaws = new /obj/item/weapon/crowbar/power
user << "<span class='notice'>You attach the pry jaws to the [src].</span>"
user.unEquip(src)
user.put_in_active_hand(pryjaws)
qdel(src)
/*
* Welding Tool
*/
@@ -213,6 +301,9 @@
force = 3
throwforce = 5
hitsound = "swing_hit"
usesound = 'sound/items/Welder.ogg'
var/acti_sound = 'sound/items/WelderActivate.ogg'
var/deac_sound = 'sound/items/WelderDeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = 2
@@ -378,6 +469,7 @@
if(welding)
if(get_fuel() >= 1)
user << "<span class='notice'>You switch [src] on.</span>"
playsound(loc, acti_sound, 50, 1)
force = 15
damtype = "fire"
hitsound = 'sound/items/welder.ogg'
@@ -389,6 +481,7 @@
else
if(!message)
user << "<span class='notice'>You switch [src] off.</span>"
playsound(loc, deac_sound, 50, 1)
else
user << "<span class='warning'>[src] shuts off!</span>"
force = 3
@@ -514,6 +607,7 @@
desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar"
usesound = 'sound/items/Crowbar.ogg'
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
@@ -525,7 +619,7 @@
toolspeed = 1
/obj/item/weapon/crowbar/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src.name]! It looks like \he's trying to commit suicide.</span>")
user.visible_message("<span class='suicide'>[user] is beating \himself to death with the [src]! It looks like \he's trying to commit suicide.</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
@@ -555,5 +649,30 @@
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
icon = 'icons/obj/items_cyborg.dmi'
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 2
/obj/item/weapon/crowbar/power
name = "Jaws of Life"
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head"
icon_state = "jaws_pry"
item_state = "jawsoflife"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2"
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 4
/obj/item/weapon/crowbar/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting his head in the [src], it looks like \he's trying to commit suicide!</span>")
playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/weapon/crowbar/power/attack_self(mob/user)
playsound(get_turf(user),"sound/items/change_jaws.ogg",50,1)
var/obj/item/weapon/wirecutters/power/cutjaws = new /obj/item/weapon/wirecutters/power
user << "<span class='notice'>You attach the cutting jaws to the [src].</span>"
user.unEquip(src)
user.put_in_active_hand(cutjaws)
qdel(src)
+10 -10
View File
@@ -17,7 +17,7 @@
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You start wrenching the frame into place...</span>"
if(do_after(user, 20/P.toolspeed, target = src))
user << "<span class='notice'>You wrench the frame into place.</span>"
@@ -39,7 +39,7 @@
return
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You start to unfasten the frame...</span>"
if(do_after(user, 20/P.toolspeed, target = src))
user << "<span class='notice'>You unfasten the frame.</span>"
@@ -56,13 +56,13 @@
P.loc = src
return
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
state = 2
icon_state = "2"
return
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
state = 1
icon_state = "0"
@@ -71,7 +71,7 @@
return
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
state = 1
icon_state = "1"
@@ -95,7 +95,7 @@
if (brain)
user << "<span class='warning'>Get that brain out of there first!</span>"
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
icon_state = "2"
@@ -163,7 +163,7 @@
return
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You remove the brain.</span>"
brain.loc = loc
brain = null
@@ -172,7 +172,7 @@
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
state = 3
if (brain)
@@ -183,7 +183,7 @@
return
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(loc, P.usesound, 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
new /mob/living/silicon/ai (loc, laws, brain)
feedback_inc("cyborg_ais_created",1)
@@ -202,7 +202,7 @@
if(istype(A, /obj/item/device/aicard))//Is it?
A.transfer_ai("INACTIVE","AICARD",src,user)
else if(istype(A, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(loc, A.usesound, 50, 1)
user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
"<span class='notice'>You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...</span>")
switch(anchored)
@@ -517,7 +517,7 @@
break
if(door_check)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] secures the airlock assembly to the floor.", \
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
@@ -532,7 +532,7 @@
user << "There is another door here!"
else
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", \
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
@@ -558,7 +558,7 @@
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", \
"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
@@ -571,7 +571,7 @@
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
@@ -588,7 +588,7 @@
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", \
"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
@@ -610,7 +610,7 @@
if(G)
if(G.get_amount() >= 1)
if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
@@ -638,7 +638,7 @@
else if(istype(G, /obj/item/stack/sheet/mineral))
var/M = G.sheettype
if(G.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
@@ -651,7 +651,7 @@
glass_type = /obj/machinery/door/airlock/glass
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] finishes the airlock.", \
"<span class='notice'>You start finishing the airlock...</span>")
+6 -6
View File
@@ -18,7 +18,7 @@
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver))
if(state == GIRDER_DISPLACED)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
"<span class='notice'>You start to disassemble the girder...</span>", "You hear clanking and banging noises.")
if(do_after(user, 40/W.toolspeed, target = src))
@@ -30,7 +30,7 @@
M.add_fingerprint(user)
qdel(src)
else if(state == GIRDER_REINF)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start unsecuring support struts...</span>"
if(do_after(user, 40/W.toolspeed, target = src))
if(state != GIRDER_REINF)
@@ -43,7 +43,7 @@
if(!istype(loc, /turf/open/floor))
user << "<span class='warning'>A floor must be present to secure the girder!</span>"
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start securing the girder...</span>"
if(do_after(user, 40/W.toolspeed, target = src))
user << "<span class='notice'>You secure the girder.</span>"
@@ -51,7 +51,7 @@
transfer_fingerprints_to(G)
qdel(src)
else if(state == GIRDER_NORMAL && can_displace)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start unsecuring the girder...</span>"
if(do_after(user, 40/W.toolspeed, target = src))
user << "<span class='notice'>You unsecure the girder.</span>"
@@ -76,7 +76,7 @@
qdel(src)
else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start removing support struts...</span>"
if(do_after(user, 40/W.toolspeed, target = src))
user << "<span class='notice'>You remove the support struts.</span>"
@@ -334,7 +334,7 @@
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
playsound(src.loc, W.usesound, 50, 1)
user << "<span class='notice'>You start slicing apart the girder...</span>"
if(do_after(user, 40/W.toolspeed, target = src))
if( !WT.isOn() )
+3 -3
View File
@@ -45,16 +45,16 @@
if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
user << "<span class='notice'>You screw the screws back into the showcase.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
deconstruction_state = SHOWCASE_CONSTRUCTED
else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
user << "<span class='notice'>You unscrew the screws.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
deconstruction_state = SHOWCASE_SCREWDRIVERED
if(istype(W, /obj/item/weapon/crowbar) && deconstruction_state == SHOWCASE_SCREWDRIVERED)
if(do_after(user, 20/W.toolspeed, target = src))
playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user << "<span class='notice'>You start to crowbar the showcase apart...</span>"
new /obj/item/stack/sheet/metal (get_turf(src), 4)
qdel(src)
+3 -4
View File
@@ -227,7 +227,7 @@
return
if(disassembling)
user << "<span class='notice'>You start disassembling [src]...</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20, target = src))
new frame(src.loc)
for(var/i = 1, i <= buildstackamount, i++)
@@ -350,7 +350,7 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
playsound(src.loc, W.usesound, 50, 1)
if(deconstruction_ready)
user << "<span class='notice'>You start strengthening the reinforced table...</span>"
if (do_after(user, 50/W.toolspeed, target = src))
@@ -496,7 +496,7 @@
/obj/structure/rack/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(src.loc, W.usesound, 50, 1)
rack_destroy()
return
if(user.a_intent == "harm")
@@ -610,4 +610,3 @@
R.add_fingerprint(user)
qdel(src)
return
@@ -101,7 +101,7 @@
if(WD.dir == dir)
user << "<span class='warning'>There is already a windoor in that location!</span>"
return
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
@@ -120,7 +120,7 @@
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
@@ -177,7 +177,7 @@
//Removing wire from the assembly. Step 5 undone.
if(istype(W, /obj/item/weapon/wirecutters))
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
@@ -196,7 +196,7 @@
else if(istype(W, /obj/item/weapon/electronics/airlock))
if(!user.drop_item())
return
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
W.loc = src
@@ -215,7 +215,7 @@
if(!electronics)
return
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
@@ -245,7 +245,7 @@
usr << "<span class='warning'>The assembly is missing electronics!</span>"
return
usr << browse(null, "window=windoor_access")
playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
+3 -3
View File
@@ -191,7 +191,7 @@
if(!(flags&NODECONSTRUCT))
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
playsound(loc, I.usesound, 75, 1)
if(reinf && (state == 2 || state == 1))
user << (state == 2 ? "<span class='notice'>You begin to unscrew the window from the frame...</span>" : "<span class='notice'>You begin to screw the window to the frame...</span>")
else if(reinf && state == 0)
@@ -216,7 +216,7 @@
else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1))
user << (state == 0 ? "<span class='notice'>You begin to lever the window into the frame...</span>" : "<span class='notice'>You begin to lever the window out of the frame...</span>")
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
playsound(loc, I.usesound, 75, 1)
if(do_after(user, 40/I.toolspeed, target = src))
//If state was out of frame, put into frame, else do the reverse
state = (state == 0 ? 1 : 0)
@@ -224,7 +224,7 @@
return
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
playsound(loc, I.usesound, 75, 1)
user << "<span class='notice'> You begin to disassemble [src]...</span>"
if(do_after(user, 40/I.toolspeed, target = src))
if(qdeleted(src))