Cleans up chem grenade code, fixes prox sensors not working in grenades (#89891)

## About The Pull Request

Closes #89886
Closes #89887
Closes #89888

## Changelog
🆑
fix: You can no longer insert infinite amounts of slime cores into
advanced chem grenades
fix: Non-beaker containers in grenades work once more
fix: Proximity sensors in grenade finally work after like, 4 years.
code: Cleaned up chemical grenade code
/🆑
This commit is contained in:
SmArtKar
2025-03-15 05:23:21 +01:00
committed by GitHub
parent bda85b07ab
commit a916f4ec62
2 changed files with 229 additions and 210 deletions

View File

@@ -42,23 +42,30 @@
return
. = ..()
/datum/wires/explosive/chem_grenade/attach_assembly(color, obj/item/assembly/S)
if(istype(S,/obj/item/assembly/timer))
var/obj/item/grenade/chem_grenade/G = holder
var/obj/item/assembly/timer/T = S
G.det_time = T.saved_time*10
else if(istype(S,/obj/item/assembly/prox_sensor))
var/obj/item/assembly/prox_sensor/sensor = S
var/obj/item/grenade/chem_grenade/grenade = holder
/datum/wires/explosive/chem_grenade/attach_assembly(color, obj/item/assembly/assembly)
fingerprint = assembly.fingerprintslast
var/obj/item/grenade/chem_grenade/grenade = holder
if(!assembly.secured)
assembly.toggle_secure()
if(istype(assembly, /obj/item/assembly/timer))
var/obj/item/assembly/timer/timer = assembly
grenade.det_time = timer.saved_time SECONDS
return ..()
if(istype(assembly, /obj/item/assembly/prox_sensor))
var/obj/item/assembly/prox_sensor/sensor = assembly
grenade.landminemode = sensor
sensor.proximity_monitor.set_ignore_if_not_on_turf(FALSE)
else if(istype(S,/obj/item/assembly/health))
var/obj/item/assembly/health/sensor = S
if(!sensor.secured)
sensor.toggle_secure()
if(!sensor.scanning)
sensor.toggle_scan()
fingerprint = S.fingerprintslast
sensor.time = grenade.det_time * 0.1
return ..()
if(!istype(assembly, /obj/item/assembly/health))
return ..()
var/obj/item/assembly/health/sensor = assembly
if(!sensor.scanning)
sensor.toggle_scan()
return ..()
/datum/wires/explosive/chem_grenade/explode()
@@ -71,8 +78,7 @@
if(!grenade.dud_flags)
message_admins(message)
log_game(message)
var/mob/M = get_mob_by_ckey(fingerprint)
grenade.log_grenade(M) //Used in arm_grenade() too but this one conveys where the mob who triggered the bomb is
grenade.log_grenade(get_mob_by_ckey(fingerprint)) //Used in arm_grenade() too but this one conveys where the mob who triggered the bomb is
if(grenade.landminemode)
grenade.detonate() ///already armed
else
@@ -80,22 +86,24 @@
/datum/wires/explosive/chem_grenade/detach_assembly(color)
var/obj/item/assembly/S = get_attached(color)
if(S && istype(S))
assemblies -= color
S.connected = null
S.holder = null
S.forceMove(holder.drop_location())
var/obj/item/grenade/chem_grenade/G = holder
G.landminemode = null
return S
var/obj/item/assembly/assembly = get_attached(color)
if(!istype(assembly))
return
var/obj/item/grenade/chem_grenade/grenade = holder
assemblies -= color
assembly.connected = null
assembly.holder = null
assembly.forceMove(holder.drop_location())
grenade.landminemode = null
return assembly
/datum/wires/explosive/c4 // Also includes X4
holder_type = /obj/item/grenade/c4
/datum/wires/explosive/c4/explode()
var/obj/item/grenade/c4/P = holder
P.detonate()
var/obj/item/grenade/c4/bomb = holder
bomb.detonate()
/datum/wires/explosive/pizza
holder_type = /obj/item/pizzabox
@@ -110,37 +118,38 @@
/datum/wires/explosive/pizza/interactable(mob/user)
if(!..())
return FALSE
var/obj/item/pizzabox/P = holder
if(P.open && P.bomb)
var/obj/item/pizzabox/pizza_bomb = holder
if(pizza_bomb.open && pizza_bomb.bomb)
return TRUE
/datum/wires/explosive/pizza/get_status()
var/obj/item/pizzabox/P = holder
var/obj/item/pizzabox/pizza_bomb = holder
var/list/status = list()
status += "The red light is [P.bomb_active ? "on" : "off"]."
status += "The green light is [P.bomb_defused ? "on": "off"]."
status += "The red light is [pizza_bomb.bomb_active ? "on" : "off"]."
status += "The green light is [pizza_bomb.bomb_defused ? "on": "off"]."
return status
/datum/wires/explosive/pizza/on_pulse(wire)
var/obj/item/pizzabox/P = holder
switch(wire)
if(WIRE_DISARM) // Pulse to toggle
P.bomb_defused = !P.bomb_defused
else // Boom
explode()
var/obj/item/pizzabox/pizza_bomb = holder
if(wire == WIRE_DISARM) // Pulse to toggle
pizza_bomb.bomb_defused = !pizza_bomb.bomb_defused
else // Boom
explode()
/datum/wires/explosive/pizza/on_cut(wire, mend, source)
var/obj/item/pizzabox/P = holder
switch(wire)
if(WIRE_DISARM) // Disarm and untrap the box.
if(!mend)
P.bomb_defused = TRUE
else
if(!mend && !P.bomb_defused)
if (!isnull(source))
log_combat(source, holder, "cut the detonation wire for")
explode()
if (mend)
return
var/obj/item/pizzabox/pizza_bomb = holder
if(wire == WIRE_DISARM) // Disarm and untrap the box.
pizza_bomb.bomb_defused = TRUE
return
if(!pizza_bomb.bomb_defused)
if (!isnull(source))
log_combat(source, holder, "cut the detonation wire for")
explode()
/datum/wires/explosive/pizza/explode()
var/obj/item/pizzabox/P = holder
P.bomb.detonate()
var/obj/item/pizzabox/pizza_bomb = holder
pizza_bomb.bomb.detonate()

View File

@@ -9,7 +9,7 @@
/// Which stage of construction this grenade is currently at.
var/stage = GRENADE_EMPTY
/// The set of reagent containers that have been added to this grenade casing.
var/list/obj/item/reagent_containers/cup/beakers = list()
var/list/obj/item/beakers = list()
/// The types of reagent containers that can be added to this grenade casing.
var/list/allowed_containers = list(/obj/item/reagent_containers/cup/beaker, /obj/item/reagent_containers/cup/bottle)
/// The types of reagent containers that can't be added to this grenade casing.
@@ -24,15 +24,15 @@
var/threatscale = 1
/// The description when examining empty casings.
var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10 K upon ignition."
/// Whether or not the grenade is currently acting as a landmine. Currently broken and not my current project.
/// Whether or not the grenade is currently acting as a landmine.
var/obj/item/assembly/prox_sensor/landminemode = null
/obj/item/grenade/chem_grenade/Initialize(mapload)
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
create_reagents(casing_holder_volume)
stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
set_wires(new /datum/wires/explosive/chem_grenade(src))
update_appearance()
/obj/item/grenade/chem_grenade/Destroy(force)
QDEL_NULL(landminemode)
@@ -48,162 +48,186 @@
/obj/item/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == GRENADE_READY) //show/hide the timer based on assembly state
. = ..()
if(user.can_see_reagents())
if(beakers.len)
. += span_notice("You scan the grenade and detect the following reagents:")
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
for(var/datum/reagent/reagent in glass_beaker.reagents.reagent_list)
. += span_notice("[reagent.volume] units of [reagent.name] in \the [glass_beaker].")
if(beakers.len == 1)
. += span_notice("You detect no second beaker in the grenade.")
else
. += span_notice("You scan the grenade, but detect nothing.")
else if(stage != GRENADE_READY && beakers.len)
if(beakers.len == 2 && beakers[1].name == beakers[2].name)
if (!user.can_see_reagents())
if (stage == GRENADE_READY || !(length(beakers)))
return
if (length(beakers) == 2 && beakers[1].name == beakers[2].name)
. += span_notice("You see two [beakers[1].name]s inside the grenade.")
else
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
. += span_notice("You see a [glass_beaker.name] inside the grenade.")
return
for (var/obj/item/beaker as anything in beakers)
. += span_notice("You see a [beaker.name] inside the grenade.")
if (!length(beakers))
. += span_notice("You scan the grenade, but detect nothing.")
return
. += span_notice("You scan the grenade and detect the following reagents:")
for (var/obj/item/beaker as anything in beakers)
for (var/datum/reagent/reagent in beaker.reagents.reagent_list)
. += span_notice("[reagent.volume] units of [reagent.name] in \the [beaker].")
if (length(beakers) == 1)
. += span_notice("You detect no second beaker in the grenade.")
/obj/item/grenade/chem_grenade/update_name(updates)
switch(stage)
if(GRENADE_EMPTY)
switch (stage)
if (GRENADE_EMPTY)
name = "[initial(name)] casing"
if(GRENADE_WIRED)
if (GRENADE_WIRED)
name = "unsecured [initial(name)]"
if(GRENADE_READY)
if (GRENADE_READY)
name = initial(name)
return ..()
/obj/item/grenade/chem_grenade/update_desc(updates)
switch(stage)
if(GRENADE_EMPTY)
switch (stage)
if (GRENADE_EMPTY)
desc = "A do it yourself [initial(name)]! [initial(casedesc)]"
if(GRENADE_WIRED)
if (GRENADE_WIRED)
desc = "An unsecured [initial(name)] assembly."
if(GRENADE_READY)
if (GRENADE_READY)
desc = initial(desc)
return ..()
/obj/item/grenade/chem_grenade/update_icon_state()
if(active)
if (active)
icon_state = "[base_icon_state]_active"
return ..()
switch(stage)
if(GRENADE_EMPTY)
switch (stage)
if (GRENADE_EMPTY)
icon_state = base_icon_state
if(GRENADE_WIRED)
if (GRENADE_WIRED)
icon_state = "[base_icon_state]_ass"
if(GRENADE_READY)
if (GRENADE_READY)
icon_state = "[base_icon_state]_locked"
return ..()
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == GRENADE_READY && !active)
..()
if(stage == GRENADE_WIRED)
if (stage == GRENADE_READY && !active)
return ..()
if (stage == GRENADE_WIRED)
wires.interact(user)
/obj/item/grenade/chem_grenade/screwdriver_act(mob/living/user, obj/item/tool)
. = TRUE
if(dud_flags & GRENADE_USED)
if (dud_flags & GRENADE_USED)
balloon_alert(user, "resetting trigger...")
if (do_after(user, 2 SECONDS, src))
balloon_alert(user, "trigger reset")
dud_flags &= ~GRENADE_USED
return
if (!do_after(user, 2 SECONDS, src))
return ITEM_INTERACT_BLOCKING
if(stage == GRENADE_WIRED)
if(beakers.len)
balloon_alert(user, "trigger reset")
dud_flags &= ~GRENADE_USED
return ITEM_INTERACT_SUCCESS
if (stage == GRENADE_WIRED)
if (length(beakers))
stage_change(GRENADE_READY)
to_chat(user, span_notice("You lock the [initial(name)] assembly."))
tool.play_tool_sound(src, 25)
else if(landminemode)
landminemode.timing = FALSE
if(!landminemode.secured)
landminemode.toggle_secure()
landminemode.toggle_scan(FALSE)
to_chat(user, span_notice("You disarm \the [landminemode]."))
tool.play_tool_sound(src, 25)
else
to_chat(user, span_warning("You need to add at least one beaker before locking the [initial(name)] assembly!"))
else if(stage == GRENADE_READY)
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
if(landminemode)
landminemode.time = det_time * 0.1 //overwrites the proxy sensor activation timer
tool.play_tool_sound(src, 25)
to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
else
to_chat(user, span_warning("You need to add a wire!"))
return ITEM_INTERACT_SUCCESS
if (!landminemode || !(landminemode.scanning || landminemode.timing))
to_chat(user, span_warning("You need to add at least one beaker before locking the [initial(name)] assembly!"))
return ITEM_INTERACT_BLOCKING
landminemode.timing = FALSE
landminemode.toggle_scan(FALSE)
to_chat(user, span_notice("You disarm \the [landminemode]."))
tool.play_tool_sound(src, 25)
return ITEM_INTERACT_SUCCESS
if (stage != GRENADE_READY)
to_chat(user, span_warning("You need to add a wire!"))
return ITEM_INTERACT_BLOCKING
det_time = det_time == 5 SECONDS ? 3 SECONDS : 5 SECONDS
if (landminemode)
landminemode.time = det_time * 0.1 //overwrites the proxy sensor activation timer
tool.play_tool_sound(src, 25)
to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
return TRUE
/obj/item/grenade/chem_grenade/wirecutter_act(mob/living/user, obj/item/tool)
if(stage == GRENADE_READY && !active)
tool.play_tool_sound(src)
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You unlock the [initial(name)] assembly."))
return TRUE
if (stage != GRENADE_READY || active)
return NONE
tool.play_tool_sound(src)
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You unlock the [initial(name)] assembly."))
return TRUE
/obj/item/grenade/chem_grenade/wrench_act(mob/living/user, obj/item/tool)
if(stage != GRENADE_WIRED)
return FALSE
if(beakers.len)
for(var/obj/beaker in beakers)
beaker.forceMove(drop_location())
if(!beaker.reagents)
continue
var/reagent_list = pretty_string_from_reagent_list(beaker.reagents.reagent_list)
user.log_message("removed [beaker] ([reagent_list]) from [src]", LOG_GAME)
beakers = list()
to_chat(user, span_notice("You open the [initial(name)] assembly and remove the payload."))
return
tool.play_tool_sound(src)
wires.detach_assembly(wires.get_wire(1))
new /obj/item/stack/cable_coil(get_turf(src), 1)
stage_change(GRENADE_EMPTY)
to_chat(user, span_notice("You remove the activation mechanism from the [initial(name)] assembly."))
if (stage != GRENADE_WIRED)
return NONE
/obj/item/grenade/chem_grenade/attackby(obj/item/item, mob/user, params)
if(isassembly(item) && stage == GRENADE_WIRED)
if (!length(beakers))
tool.play_tool_sound(src)
wires.detach_assembly(wires.get_wire(1))
new /obj/item/stack/cable_coil(get_turf(src), 1)
stage_change(GRENADE_EMPTY)
to_chat(user, span_notice("You remove the activation mechanism from the [initial(name)] assembly."))
return ITEM_INTERACT_SUCCESS
to_chat(user, span_notice("You open the [initial(name)] assembly and remove the payload."))
for(var/obj/item/beaker as anything in beakers)
beaker.forceMove(drop_location())
if(!beaker.reagents)
continue
var/reagent_list = pretty_string_from_reagent_list(beaker.reagents.reagent_list)
user.log_message("removed [beaker] ([reagent_list]) from [src]", LOG_GAME)
return ITEM_INTERACT_SUCCESS
/obj/item/grenade/chem_grenade/item_interaction(mob/living/user, obj/item/item, list/modifiers)
if (isassembly(item) && stage == GRENADE_WIRED)
wires.interact(user)
else if(stage == GRENADE_WIRED && is_type_in_list(item, allowed_containers))
. = TRUE //no afterattack
if(is_type_in_list(item, banned_containers))
to_chat(user, span_warning("[src] is too small to fit [item]!")) // this one hits home huh anon?
return
if(beakers.len == 2)
to_chat(user, span_warning("[src] can not hold more containers!"))
return
else
if(item.reagents.total_volume)
if(!user.transferItemToLoc(item, src))
return
to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
beakers += item
var/reagent_list = pretty_string_from_reagent_list(item.reagents.reagent_list)
user.log_message("inserted [item] ([reagent_list]) into [src]", LOG_GAME)
else
to_chat(user, span_warning("[item] is empty!"))
return ITEM_INTERACT_SUCCESS
else if(stage == GRENADE_EMPTY && istype(item, /obj/item/stack/cable_coil))
if (stage == GRENADE_EMPTY && istype(item, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = item
if (coil.use(1))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You rig the [initial(name)] assembly."))
else
if (!coil.use(1))
to_chat(user, span_warning("You need one length of coil to wire the assembly!"))
return
else
return ..()
return ITEM_INTERACT_BLOCKING
/obj/item/grenade/chem_grenade/proc/stage_change(N)
if(N)
stage = N
det_time = 5 SECONDS // In case the cable_coil was removed and readded.
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You rig the [initial(name)] assembly."))
return ITEM_INTERACT_SUCCESS
if (stage != GRENADE_WIRED)
return NONE
if (!is_type_in_list(item, allowed_containers))
return NONE
if(is_type_in_list(item, banned_containers))
to_chat(user, span_warning("[src] is too small to fit [item]!")) // this one hits home huh anon?
return ITEM_INTERACT_BLOCKING
if (length(beakers) == 2)
to_chat(user, span_warning("[src] can not hold more containers!"))
return ITEM_INTERACT_BLOCKING
if(!user.transferItemToLoc(item, src))
return ITEM_INTERACT_BLOCKING
to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
beakers += item
var/reagent_list = pretty_string_from_reagent_list(item.reagents.reagent_list)
user.log_message("inserted [item] ([reagent_list]) into [src]", LOG_GAME)
return ITEM_INTERACT_SUCCESS
/obj/item/grenade/chem_grenade/Exited(atom/movable/gone, direction)
. = ..()
beakers -= gone
/obj/item/grenade/chem_grenade/proc/stage_change(new_stage)
stage = new_stage
update_appearance()
/obj/item/grenade/chem_grenade/on_found(mob/finder)
@@ -213,10 +237,10 @@
/obj/item/grenade/chem_grenade/log_grenade(mob/user)
var/reagent_string = ""
var/beaker_number = 1
for(var/obj/exploded_beaker in beakers)
if(!exploded_beaker.reagents)
continue
reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
for(var/obj/item/exploded_beaker as anything in beakers)
if (exploded_beaker.reagents)
reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
if(landminemode)
log_bomber(user, "activated a proxy", src, "containing:[reagent_string]", message_admins = !dud_flags)
else
@@ -224,10 +248,10 @@
/obj/item/grenade/chem_grenade/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
log_grenade(user) //Inbuilt admin procs already handle null users
if(user)
if (user)
add_fingerprint(user)
if(msg)
if(landminemode)
if (msg)
if (landminemode)
to_chat(user, span_warning("You prime [src], activating its proximity sensor."))
else
to_chat(user, span_warning("You prime [src]! [DisplayTimeText(det_time)]!"))
@@ -235,10 +259,11 @@
active = TRUE
update_icon_state()
playsound(src, grenade_arm_sound, volume, grenade_sound_vary)
if(landminemode)
if (landminemode)
landminemode.toggle_scan(FALSE) // Ensures that if it was turned on before for some reason, it doesn't get turned off
landminemode.activate()
return
addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
else
addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/chem_grenade/detonate(mob/living/lanced_by)
if(stage != GRENADE_READY)
@@ -249,8 +274,8 @@
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
reactants += glass_beaker.reagents
for(var/obj/item/beaker as anything in beakers)
reactants += beaker.reagents
var/turf/detonation_turf = get_turf(src)
if (chem_splash(detonation_turf, reagents, affected_area, reactants, ignition_temp, threatscale))
@@ -260,7 +285,6 @@
active = FALSE
update_appearance()
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/grenade/chem_grenade/large
name = "large grenade"
@@ -268,7 +292,7 @@
casedesc = "This casing affects a larger area than the basic model and can fit exotic containers, including slime cores and bluespace beakers. Heats contents by 25 K upon ignition."
icon_state = "large_grenade"
base_icon_state = "large_grenade"
allowed_containers = list(/obj/item/reagent_containers/cup, /obj/item/reagent_containers/condiment, /obj/item/reagent_containers/cup/glass)
allowed_containers = list(/obj/item/reagent_containers/cup, /obj/item/reagent_containers/condiment, /obj/item/reagent_containers/cup/glass, /obj/item/slime_extract)
banned_containers = list()
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
@@ -280,7 +304,6 @@
update_appearance()
return FALSE
var/extract_total_volume = 0
var/extract_maximum_volume = 0
var/list/extracts = list()
@@ -292,18 +315,18 @@
if(!thing.reagents)
continue
if(istype(thing, /obj/item/slime_extract))
var/obj/item/slime_extract/extract = thing
if(!extract.extract_uses)
continue
extract_total_volume += extract.reagents.total_volume
extract_maximum_volume += extract.reagents.maximum_volume
extracts += extract
else
if(!istype(thing, /obj/item/slime_extract))
beaker_total_volume += thing.reagents.total_volume
other_containers += thing
continue
var/obj/item/slime_extract/extract = thing
if(!extract.extract_uses)
continue
extract_total_volume += extract.reagents.total_volume
extract_maximum_volume += extract.reagents.maximum_volume
extracts += extract
var/available_extract_volume = extract_maximum_volume - extract_total_volume
if(beaker_total_volume <= 0 || available_extract_volume <= 0)
@@ -325,18 +348,6 @@
return ..()
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/grenade/chem_grenade/large/attackby(obj/item/item, mob/user, params)
if(!istype(item, /obj/item/slime_extract) || stage != GRENADE_WIRED)
return ..()
if(!user.transferItemToLoc(item, src))
return
to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
beakers += item
/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. Rapidly cools contents upon ignition."
@@ -364,13 +375,15 @@
/obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/living/user, obj/item/tool)
if (active)
return
return ITEM_INTERACT_BLOCKING
var/newspread = tgui_input_number(user, "Please enter a new spread amount", "Grenade Spread", 5, 100, 5)
if(!newspread || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
return ITEM_INTERACT_BLOCKING
unit_spread = newspread
to_chat(user, span_notice("You set the time release to [unit_spread] units per detonation."))
..()
return ..()
/obj/item/grenade/chem_grenade/adv_release/detonate(mob/living/lanced_by)
if(stage != GRENADE_READY || dud_flags)
@@ -381,10 +394,12 @@
var/total_volume = 0
for(var/obj/item/reagent_containers/reagent_container in beakers)
total_volume += reagent_container.reagents.total_volume
if(!total_volume)
active = FALSE
update_appearance()
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
@@ -395,18 +410,13 @@
threatscale,
no_react = TRUE
)
chem_splash(get_turf(src), reagents, affected_area, list(reactants), ignition_temp, threatscale)
var/turf/detonated_turf = get_turf(src)
chem_splash(detonated_turf, reagents, affected_area, list(reactants), ignition_temp, threatscale)
addtimer(CALLBACK(src, PROC_REF(detonate)), det_time)
log_game("A grenade detonated at [AREACOORD(detonated_turf)]")
//////////////////////////////
////// PREMADE GRENADES //////
//////////////////////////////
// Premade grenades
/obj/item/grenade/chem_grenade/metalfoam
name = "metal foam grenade"