mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Made a new proc for grenades, update_mob(), it will be called in all the different prime() procs. This will drop the grenade of a mob and update his sprite, using the proper inventory proc. It will be only triggered if the loc is a mob.
Standardized all the grenades files.
This commit is contained in:
@@ -157,6 +157,8 @@
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playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
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update_mob()
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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@@ -208,6 +210,8 @@
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playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
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update_mob()
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if(valid_core)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(valid_core, G.reagents.total_volume)
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@@ -4,9 +4,8 @@
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item_state = "emp"
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origin_tech = "materials=2;magnets=3"
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prime()
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..()
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if(empulse(src, 4, 10))
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del(src)
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return
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/obj/item/weapon/grenade/empgrenade/prime()
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update_mob()
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empulse(src, 4, 10)
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del(src)
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@@ -5,98 +5,97 @@
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origin_tech = "materials=2;combat=1"
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var/banglet = 0
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prime()
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..()
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for(var/obj/structure/closet/L in view(get_turf(src), null))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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/obj/item/weapon/grenade/flashbang/prime()
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update_mob()
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for(var/obj/structure/closet/L in view(get_turf(src), null))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in viewers(get_turf(src), null))
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in viewers(get_turf(src), null))
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bang(get_turf(src), M)
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for(var/obj/effect/blob/B in view(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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B.health -= damage
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B.update_icon()
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del(src)
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return
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for(var/obj/effect/blob/B in view(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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B.health -= damage
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B.update_icon()
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del(src)
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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S.icon_state = "shield0"
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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S.icon_state = "shield0"
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M << "\red <B>BANG</B>"
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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M << "\red <B>BANG</B>"
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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if(ishuman(M))
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if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
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ear_safety += 2
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if(HULK in M.mutations)
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ear_safety += 1
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if(istype(M:head, /obj/item/clothing/head/helmet))
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ear_safety += 1
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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if(ishuman(M))
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if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
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ear_safety += 2
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if(HULK in M.mutations)
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ear_safety += 1
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if(istype(M:head, /obj/item/clothing/head/helmet))
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ear_safety += 1
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//Flashing everyone
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if(eye_safety < 1)
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flick("e_flash", M.flash)
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M.eye_stat += rand(1, 3)
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M.Stun(2)
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M.Weaken(10)
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if(eye_safety < 1)
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flick("e_flash", M.flash)
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M.eye_stat += rand(1, 3)
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M.Stun(2)
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M.Weaken(10)
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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else
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Stun(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Stun(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Stun(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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else if(!ear_safety)
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M.Stun(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if (M.eye_stat >= 20)
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M << "\red Your eyes start to burn badly!"
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M.disabilities |= NEARSIGHTED
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.eye_stat - 20 + 1))
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M << "\red You can't see anything!"
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M.sdisabilities |= BLIND
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if (M.ear_damage >= 15)
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M << "\red Your ears start to ring badly!"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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M << "\red You can't hear anything!"
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M.sdisabilities |= DEAF
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else
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if (M.ear_damage >= 5)
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M << "\red Your ears start to ring!"
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M.update_icons()
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if (M.eye_stat >= 20)
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M << "\red Your eyes start to burn badly!"
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M.disabilities |= NEARSIGHTED
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.eye_stat - 20 + 1))
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M << "\red You can't see anything!"
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M.sdisabilities |= BLIND
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if (M.ear_damage >= 15)
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M << "\red Your ears start to ring badly!"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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M << "\red You can't hear anything!"
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M.sdisabilities |= DEAF
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else
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if (M.ear_damage >= 5)
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M << "\red Your ears start to ring!"
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M.update_icons()
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/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
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@@ -106,6 +105,7 @@
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icon_state = "clusterbang"
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/obj/item/weapon/grenade/flashbang/clusterbang/prime()
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update_mob()
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var/numspawned = rand(4,8)
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var/again = 0
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for(var/more = numspawned,more > 0,more--)
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@@ -124,7 +124,6 @@
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(0)
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del(src)
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return
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/obj/item/weapon/grenade/flashbang/clusterbang/segment
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desc = "A smaller segment of a clusterbang. Better run."
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@@ -135,7 +134,6 @@
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
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icon_state = "clusterbang_segment_active"
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active = 1
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banglet = 1
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var/stepdist = rand(1,4)//How far to step
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var/temploc = src.loc//Saves the current location to know where to step away from
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walk_away(src,temploc,stepdist)//I must go, my people need me
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@@ -145,6 +143,7 @@
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..()
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
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update_mob()
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var/numspawned = rand(4,8)
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for(var/more = numspawned,more > 0,more--)
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if(prob(35))
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@@ -156,17 +155,15 @@
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(0)
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del(src)
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return
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/obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
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spawn(0)
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icon_state = "flashbang_active"
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active = 1
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banglet = 1
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var/stepdist = rand(1,3)
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var/temploc = src.loc
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walk_away(src,temploc,stepdist)
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var/dettime = rand(15,60)
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spawn(dettime)
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prime()
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..()
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..()
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icon_state = "flashbang_active"
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active = 1
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banglet = 1
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var/stepdist = rand(1,3)
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var/temploc = src.loc
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walk_away(src,temploc,stepdist)
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var/dettime = rand(15,60)
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spawn(dettime)
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prime()
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@@ -69,18 +69,15 @@
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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if(user)
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user.drop_item()
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prime()
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return
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return
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/obj/item/weapon/grenade/proc/prime()
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// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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T.hotspot_expose(700,125)
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/obj/item/weapon/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/M = loc
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M.drop_from_inventory(src)
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/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -100,12 +97,10 @@
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user << "<span class='notice'>You set the [name] for instant detonation.</span>"
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add_fingerprint(user)
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..()
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return
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/obj/item/weapon/grenade/attack_hand()
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walk(src, null, null)
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..()
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return
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/obj/item/weapon/grenade/attack_paw(mob/user as mob)
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return attack_hand(user)
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@@ -9,27 +9,27 @@
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slot_flags = SLOT_BELT
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var/datum/effect/effect/system/bad_smoke_spread/smoke
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New()
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..()
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src.smoke = new /datum/effect/effect/system/bad_smoke_spread
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src.smoke.attach(src)
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/obj/item/weapon/grenade/smokebomb/New()
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..()
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src.smoke = new /datum/effect/effect/system/bad_smoke_spread
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src.smoke.attach(src)
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prime()
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
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src.smoke.set_up(10, 0, usr.loc)
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spawn(0)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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/obj/item/weapon/grenade/smokebomb/prime()
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update_mob()
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
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src.smoke.set_up(10, 0, usr.loc)
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spawn(0)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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for(var/obj/effect/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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sleep(80)
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del(src)
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return
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for(var/obj/effect/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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sleep(80)
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del(src)
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@@ -9,27 +9,26 @@
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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update_mob()
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/human/M in viewers(T, null))
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if(M:eyecheck() <= 0)
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flick("e_flash", M.flash) // flash dose faggots
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/human/M in viewers(T, null))
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if(M:eyecheck() <= 0)
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flick("e_flash", M.flash) // flash dose faggots
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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// Spawn some hostile syndicate critters
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// Spawn some hostile syndicate critters
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del(src)
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return
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del(src)
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "manhack delivery grenade"
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@@ -6,8 +6,7 @@
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item_state = "flashbang"
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origin_tech = "materials=3;magnets=4;syndicate=4"
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prime()
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explosion(src.loc,1,2,4)
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del(src)
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return
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/obj/item/weapon/grenade/syndieminibomb/prime()
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update_mob()
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explosion(src.loc,1,2,4)
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del(src)
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