/obj/spawner/bomb/New() ..() switch (src.btype) // radio if (0) var/obj/item/assembly/r_i_ptank/R = new /obj/item/assembly/r_i_ptank(src.loc) var/obj/item/weapon/tank/plasma/p3 = new /obj/item/weapon/tank/plasma(R) var/obj/item/device/radio/signaler/p1 = new /obj/item/device/radio/signaler(R) var/obj/item/device/igniter/p2 = new /obj/item/device/igniter(R) R.part1 = p1 R.part2 = p2 R.part3 = p3 p1.master = R p2.master = R p3.master = R R.status = explosive p1.b_stat = 0 p2.status = 1 p3.air_contents.temperature = btemp + T0C // proximity if (1) var/obj/item/assembly/m_i_ptank/R = new /obj/item/assembly/m_i_ptank(src.loc) var/obj/item/weapon/tank/plasma/p3 = new /obj/item/weapon/tank/plasma(R) var/obj/item/device/prox_sensor/p1 = new /obj/item/device/prox_sensor(R) var/obj/item/device/igniter/p2 = new /obj/item/device/igniter(R) R.part1 = p1 R.part2 = p2 R.part3 = p3 p1.master = R p2.master = R p3.master = R R.status = explosive p3.air_contents.temperature = btemp + T0C p2.status = 1 if(src.active) R.part1.state = 1 R.part1.icon_state = text("motion[]", 1) R.c_state(1, src) // timer if (2) var/obj/item/assembly/t_i_ptank/R = new /obj/item/assembly/t_i_ptank(src.loc) var/obj/item/weapon/tank/plasma/p3 = new /obj/item/weapon/tank/plasma(R) var/obj/item/device/timer/p1 = new /obj/item/device/timer(R) var/obj/item/device/igniter/p2 = new /obj/item/device/igniter(R) R.part1 = p1 R.part2 = p2 R.part3 = p3 p1.master = R p2.master = R p3.master = R R.status = explosive p3.air_contents.temperature = btemp + T0C p2.status = 1 //bombvest if(3) var/obj/item/clothing/suit/armor/a_i_a_ptank/R = new /obj/item/clothing/suit/armor/a_i_a_ptank(src.loc) var/obj/item/weapon/tank/plasma/p4 = new /obj/item/weapon/tank/plasma(R) var/obj/item/device/healthanalyzer/p1 = new /obj/item/device/healthanalyzer(R) var/obj/item/device/igniter/p2 = new /obj/item/device/igniter(R) var/obj/item/clothing/suit/armor/vest/p3 = new /obj/item/clothing/suit/armor/vest(R) R.part1 = p1 R.part2 = p2 R.part3 = p3 R.part4 = p4 p1.master = R p2.master = R p3.master = R p4.master = R R.status = explosive p4.air_contents.temperature = btemp + T0C p2.status = 1 del(src) /obj/spawner/newbomb/New() ..() switch (src.btype) // radio if (0) var/obj/item/device/transfer_valve/V = new(src.loc) var/obj/item/weapon/tank/plasma/PT = new(V) var/obj/item/weapon/tank/oxygen/OT = new(V) var/obj/item/device/radio/signaler/S = new(V) V.tank_one = PT V.tank_two = OT V.attached_device = S S.master = V PT.master = V OT.master = V S.b_stat = 0 PT.air_contents.temperature = btemp1 + T0C OT.air_contents.temperature = btemp2 + T0C V.update_icon() // proximity if (1) var/obj/item/device/transfer_valve/V = new(src.loc) var/obj/item/weapon/tank/plasma/PT = new(V) var/obj/item/weapon/tank/oxygen/OT = new(V) var/obj/item/device/prox_sensor/P = new(V) V.tank_one = PT V.tank_two = OT V.attached_device = P P.master = V PT.master = V OT.master = V PT.air_contents.temperature = btemp1 + T0C OT.air_contents.temperature = btemp2 + T0C V.update_icon() // timer if (2) var/obj/item/device/transfer_valve/V = new(src.loc) var/obj/item/weapon/tank/plasma/PT = new(V) var/obj/item/weapon/tank/oxygen/OT = new(V) var/obj/item/device/timer/T = new(V) V.tank_one = PT V.tank_two = OT V.attached_device = T T.master = V PT.master = V OT.master = V T.time = 30 PT.air_contents.temperature = btemp1 + T0C OT.air_contents.temperature = btemp2 + T0C V.update_icon() del(src)