Files
GS13NG/code/game/objects/items/weapons/tools.dm
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 9b07cb4798 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
2016-10-29 22:13:30 -04:00

678 lines
21 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/* Tools!
* Note: Multitools are /obj/item/device
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
*/
/*
* Wrench
*/
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'icons/obj/tools.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
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]! 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."
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 = 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."
icon_state = "wrench_medical"
force = 2 //MEDICAL
throwforce = 4
origin_tech = "materials=1;engineering=1;biotech=3"
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>")
// 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
// Stun stops them from wandering off
user.Stun(5)
playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
// Let the sound effect finish playing
sleep(20)
if(!user)
return
for(var/obj/item/W in user)
user.unEquip(W)
var/obj/item/weapon/wrench/medical/W = new /obj/item/weapon/wrench/medical(loc)
W.add_fingerprint(user)
W.desc += " For some reason, it reminds you of [user.name]."
if(!user)
return
user.dust()
return OXYLOSS
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = null
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5
w_class = 1
throwforce = 5
throw_speed = 3
throw_range = 5
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] 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)
..()
if(!icon_state)
if(!param_color)
param_color = pick("red","blue","pink","brown","green","cyan","yellow")
icon_state = "screwdriver_[param_color]"
if (prob(75))
src.pixel_y = rand(0, 16)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(user.zone_selected != "eyes" && user.zone_selected != "head")
return ..()
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
/obj/item/weapon/screwdriver/brass
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
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
/*
* Wirecutters
*/
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/tools.dmi'
icon_state = null
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throw_speed = 3
throw_range = 7
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
/obj/item/weapon/wirecutters/New(loc, var/param_color = null)
..()
if(!icon_state)
if(!param_color)
param_color = pick("yellow","red")
icon_state = "cutters_[param_color]"
/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
qdel(C.handcuffed)
C.handcuffed = null
if(C.buckled && C.buckled.buckle_requires_restraints)
C.buckled.unbuckle_mob(C)
C.update_handcuffed()
return
else
..()
/obj/item/weapon/wirecutters/suicide_act(mob/user)
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 = 2
/obj/item/weapon/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
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"
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
*/
/obj/item/weapon/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by NanoTrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
item_state = "welder"
flags = CONDUCT
slot_flags = SLOT_BELT
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
materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1;plasmatech=1"
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
var/change_icons = 1
var/can_off_process = 0
var/light_intensity = 2 //how powerful the emitted light is when used.
heat = 3800
toolspeed = 1
/obj/item/weapon/weldingtool/New()
..()
create_reagents(max_fuel)
reagents.add_reagent("welding_fuel", max_fuel)
update_icon()
return
/obj/item/weapon/weldingtool/proc/update_torch()
cut_overlays()
if(welding)
add_overlay("[initial(icon_state)]-on")
item_state = "[initial(item_state)]1"
else
item_state = "[initial(item_state)]"
/obj/item/weapon/weldingtool/update_icon()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = Ceiling(ratio*4) * 25
if(ratio == 100)
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)][ratio]"
update_torch()
return
/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 \his every orifice closed! It looks like \he's trying to commit suicide..</span>")
return (FIRELOSS)
/obj/item/weapon/weldingtool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
flamethrower_screwdriver(I, user)
else if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
else
return ..()
/obj/item/weapon/weldingtool/attack(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == ORGAN_ROBOTIC && user.a_intent != "harm")
if(src.remove_fuel(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
item_heal_robotic(H, user, 5, 0)
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
if(welding)
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(isliving(O))
var/mob/living/L = O
if(L.IgniteMob())
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)
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")
//Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use()
/obj/item/weapon/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null)
if(!welding || !check_fuel())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("welding_fuel", amount)
check_fuel()
if(M)
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 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)
toggle(user, 1)
update_icon()
//mob icon update
if(ismob(loc))
var/mob/M = loc
M.update_inv_r_hand(0)
M.update_inv_l_hand(0)
return 0
return 1
//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
welding = !welding
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'
update_icon()
START_PROCESSING(SSobj, src)
else
user << "<span class='warning'>You need more fuel!</span>"
welding = 0
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
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weapon/weldingtool/is_hot()
return welding * heat
/obj/item/weapon/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
user << "<span class='warning'>Turn it off first!</span>"
return
status = !status
if(status)
user << "<span class='notice'>You resecure [src].</span>"
else
user << "<span class='notice'>[src] can now be attached and modified.</span>"
add_fingerprint(user)
/obj/item/weapon/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
if(!status)
var/obj/item/stack/rods/R = I
if (R.use(1))
var/obj/item/weapon/flamethrower/F = new /obj/item/weapon/flamethrower(user.loc)
if(!remove_item_from_storage(F))
user.unEquip(src)
loc = F
F.weldtool = src
add_fingerprint(user)
user << "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>"
user.put_in_hands(F)
else
user << "<span class='warning'>You need one rod to start building a flamethrower!</span>"
return
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
materials = list(MAT_GLASS=60)
origin_tech = "engineering=2;plasmatech=2"
/obj/item/weapon/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "indwelder"
toolspeed = 2
/obj/item/weapon/weldingtool/largetank/flamethrower_screwdriver()
return
/obj/item/weapon/weldingtool/mini
name = "emergency welding tool"
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
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/hugetank
name = "upgraded industrial welding tool"
desc = "An upgraded welder based of the industrial welder."
icon_state = "upindwelder"
item_state = "upindwelder"
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"
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
icon_state = "exwelder"
item_state = "exwelder"
max_fuel = 40
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4"
var/last_gen = 0
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 2
/obj/item/weapon/weldingtool/experimental/brass
name = "brass welding tool"
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
icon_state = "brasswelder"
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(reagents.total_volume < max_fuel)
fuel_gen()
/*
* Crowbar
*/
/obj/item/weapon/crowbar
name = "pocket crowbar"
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
throwforce = 7
w_class = 2
materials = list(MAT_METAL=50)
origin_tech = "engineering=1;combat=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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]! It looks like \he's trying to commit suicide.</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/weapon/crowbar/red
icon_state = "crowbar_red"
force = 8
/obj/item/weapon/crowbar/brass
name = "brass crowbar"
desc = "A brass crowbar. It feels faintly warm to the touch."
icon_state = "crowbar_brass"
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 = 3
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
item_state = "crowbar"
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 = 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)