Revert "12/21 modernizations from TG live"

This commit is contained in:
LetterJay
2016-12-22 22:35:44 -06:00
committed by GitHub
parent cf59ac1c3d
commit ae40d4134e
2215 changed files with 86928 additions and 707332 deletions
+125 -194
View File
@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/* Tools!
* Note: Multitools are /obj/item/device
@@ -23,38 +23,29 @@
slot_flags = SLOT_BELT
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
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
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/weapon/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] 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)
/obj/item/weapon/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
toolspeed = 0.5
icon = 'icons/obj/items_cyborg.dmi'
toolspeed = 2
/obj/item/weapon/wrench/brass
name = "brass wrench"
desc = "A brass wrench. It's faintly warm to the touch."
icon_state = "wrench_brass"
toolspeed = 0.5
/obj/item/weapon/wrench/abductor
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/EMPulse.ogg'
toolspeed = 0.1
origin_tech = "materials=5;engineering=5;abductor=3"
toolspeed = 2
/obj/item/weapon/wrench/power
name = "Hand Drill"
@@ -67,20 +58,21 @@
force = 8 //might or might not be too high, subject to change
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
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 [src].</span>"
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 [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
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."
@@ -91,7 +83,7 @@
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 [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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>")
// TODO Make them glow with the power of the M E D I C A L W R E N C H
// during their ascension
@@ -130,7 +122,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
w_class = 1
throwforce = 5
throw_speed = 3
throw_range = 5
@@ -139,10 +131,10 @@
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/Screwdriver.ogg'
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/weapon/screwdriver/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] 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)
@@ -169,15 +161,7 @@
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
icon_state = "screwdriver_brass"
toolspeed = 0.5
/obj/item/weapon/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver"
usesound = 'sound/items/PSHOOM.ogg'
toolspeed = 0.1
toolspeed = 2
/obj/item/weapon/screwdriver/power
name = "Hand Drill"
@@ -193,16 +177,16 @@
attack_verb = list("drilled", "screwed", "jabbed","whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.25
toolspeed = 4
/obj/item/weapon/screwdriver/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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 [src].</span>"
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)
@@ -210,8 +194,10 @@
/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 = 0.5
toolspeed = 2
/*
* Wirecutters
@@ -226,13 +212,13 @@
force = 6
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
w_class = 2
materials = list(MAT_METAL=80)
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/Wirecutter.ogg'
usesound = 'sound/items/Wirecutter.ogg'
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/weapon/wirecutters/New(loc, var/param_color = null)
..()
@@ -254,57 +240,53 @@
..()
/obj/item/weapon/wirecutters/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, usesound, 50, 1, -1)
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)
/obj/item/weapon/wirecutters/brass
name = "brass wirecutters"
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
icon_state = "cutters_brass"
toolspeed = 0.5
/obj/item/weapon/wirecutters/abductor
name = "alien wirecutters"
desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
icon = 'icons/obj/abductor.dmi'
icon_state = "cutters"
toolspeed = 0.1
origin_tech = "materials=5;engineering=4;abductor=3"
toolspeed = 2
/obj/item/weapon/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
toolspeed = 0.5
icon = 'icons/obj/items_cyborg.dmi'
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."
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 = 0.25
toolspeed = 4
/obj/item/weapon/wirecutters/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!</span>")
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)
if(iscarbon(user))
var/mob/living/carbon/C = user
var/obj/item/bodypart/BP = C.get_bodypart("head")
if(BP)
BP.drop_limb()
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.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 [src].</span>"
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
*/
@@ -324,9 +306,7 @@
var/deac_sound = 'sound/items/WelderDeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
w_class = 2
materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1;plasmatech=1"
@@ -346,7 +326,6 @@
update_icon()
return
/obj/item/weapon/weldingtool/proc/update_torch()
cut_overlays()
if(welding)
@@ -355,7 +334,6 @@
else
item_state = "[initial(item_state)]"
/obj/item/weapon/weldingtool/update_icon()
if(change_icons)
var/ratio = get_fuel() / max_fuel
@@ -367,30 +345,12 @@
update_torch()
return
/obj/item/weapon/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
if(prob(5))
remove_fuel(1)
update_icon()
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weapon/weldingtool/examine(mob/user)
..()
user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
/obj/item/weapon/weldingtool/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.visible_message("<span class='suicide'>[user] welds \his every orifice closed! It looks like \he's trying to commit suicide..</span>")
return (FIRELOSS)
@@ -409,9 +369,9 @@
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
if(affecting && affecting.status == ORGAN_ROBOTIC && user.a_intent != "harm")
if(src.remove_fuel(1))
playsound(loc, usesound, 50, 1)
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the dents on [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
@@ -419,6 +379,27 @@
else
return ..()
/obj/item/weapon/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
if(prob(5))
remove_fuel(1)
update_icon()
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weapon/weldingtool/afterattack(atom/O, mob/user, proximity)
if(!proximity) return
@@ -427,8 +408,6 @@
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(get_fuel() <= 0)
user.AddLuminosity(-light_intensity)
if(isliving(O))
var/mob/living/L = O
@@ -436,15 +415,10 @@
message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
/obj/item/weapon/weldingtool/attack_self(mob/user)
switched_on(user)
if(welding)
SetLuminosity(0)
user.AddLuminosity(light_intensity)
toggle(user)
update_icon()
//Returns the amount of fuel in the welder
/obj/item/weapon/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("welding_fuel")
@@ -458,29 +432,36 @@
reagents.remove_reagent("welding_fuel", amount)
check_fuel()
if(M)
M.flash_act(light_intensity)
return TRUE
M.flash_eyes(light_intensity)
return 1
else
if(M)
M << "<span class='warning'>You need more welding fuel to complete this task!</span>"
return FALSE
return 0
//Returns whether or not the welding tool is currently on.
/obj/item/weapon/weldingtool/proc/isOn()
return welding
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weapon/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
switched_on(user)
toggle(user, 1)
update_icon()
//mob icon update
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands(0)
M.update_inv_r_hand(0)
M.update_inv_l_hand(0)
return 0
return 1
//Switches the welder on
/obj/item/weapon/weldingtool/proc/switched_on(mob/user)
//Toggles the welder off and on
/obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0)
if(!status)
user << "<span class='warning'>[src] can't be turned on while unsecured!</span>"
return
@@ -496,54 +477,21 @@
START_PROCESSING(SSobj, src)
else
user << "<span class='warning'>You need more fuel!</span>"
switched_off(user)
welding = 0
else
user << "<span class='notice'>You switch [src] off.</span>"
playsound(loc, deac_sound, 50, 1)
switched_off(user)
//Switches the welder off
/obj/item/weapon/weldingtool/proc/switched_off(mob/user)
welding = 0
if(user == loc) //If player is holding the welder
user.AddLuminosity(-light_intensity)
SetLuminosity(0)
else
SetLuminosity(0)
force = 3
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weapon/weldingtool/pickup(mob/user)
..()
if(welding)
SetLuminosity(0)
user.AddLuminosity(light_intensity)
/obj/item/weapon/weldingtool/dropped(mob/user)
..()
if(welding)
if(user)
user.AddLuminosity(-light_intensity)
SetLuminosity(light_intensity)
/obj/item/weapon/weldingtool/examine(mob/user)
..()
user << "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
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
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weapon/weldingtool/is_hot()
return welding * heat
//Returns whether or not the welding tool is currently on.
/obj/item/weapon/weldingtool/proc/isOn()
return welding
/obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
user << "<span class='warning'>Turn it off first!</span>"
@@ -569,12 +517,7 @@
user.put_in_hands(F)
else
user << "<span class='warning'>You need one rod to start building a flamethrower!</span>"
/obj/item/weapon/weldingtool/ignition_effect(atom/A, mob/user)
if(welding && remove_fuel(1, user))
. = "<span class='notice'>[user] casually lights [A] with [src], what a badass.</span>"
else
. = ""
return
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
@@ -587,7 +530,9 @@
/obj/item/weapon/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
toolspeed = 0.5
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "indwelder"
toolspeed = 2
/obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver()
return
@@ -598,27 +543,13 @@
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
w_class = 1
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weapon/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weapon/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
light_intensity = 0
change_icons = 0
origin_tech = "plasmatech=5;engineering=5;abductor=3"
/obj/item/weapon/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent("welding_fuel", 1)
..()
/obj/item/weapon/weldingtool/hugetank
name = "upgraded industrial welding tool"
@@ -628,6 +559,7 @@
max_fuel = 80
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "engineering=3;plasmatech=2"
w_class = 3
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
@@ -641,8 +573,7 @@
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/nextrefueltick = 0
toolspeed = 2
/obj/item/weapon/weldingtool/experimental/brass
name = "brass welding tool"
@@ -651,11 +582,20 @@
item_state = "brasswelder"
//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
//i don't think this is actually used, yaaaaay -Pete
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()
if(!welding && !last_gen)
last_gen = 1
reagents.add_reagent("welding_fuel",1)
spawn(10)
last_gen = 0
/obj/item/weapon/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
if(reagents.total_volume < max_fuel)
fuel_gen()
/*
@@ -672,15 +612,14 @@
slot_flags = SLOT_BELT
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
w_class = 2
materials = list(MAT_METAL=50)
origin_tech = "engineering=1;combat=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/weapon/crowbar/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] 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)
@@ -692,35 +631,27 @@
name = "brass crowbar"
desc = "A brass crowbar. It feels faintly warm to the touch."
icon_state = "crowbar_brass"
toolspeed = 0.5
/obj/item/weapon/crowbar/abductor
name = "alien crowbar"
desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
toolspeed = 0.1
origin_tech = "combat=4;engineering=4;abductor=3"
toolspeed = 2
/obj/item/weapon/crowbar/large
name = "crowbar"
desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big."
force = 12
w_class = WEIGHT_CLASS_NORMAL
w_class = 3
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
item_state = "crowbar"
toolspeed = 0.5
toolspeed = 2
/obj/item/weapon/crowbar/cyborg
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 = 0.5
toolspeed = 2
/obj/item/weapon/crowbar/power
name = "Jaws of Life"
@@ -731,17 +662,17 @@
origin_tech = "materials=2;engineering=2"
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
toolspeed = 4
/obj/item/weapon/crowbar/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] trying to commit suicide!</span>")
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 [src].</span>"
user << "<span class='notice'>You attach the cutting jaws to the [src].</span>"
user.unEquip(src)
user.put_in_active_hand(cutjaws)
qdel(src)
qdel(src)