/obj/item/grenade/flashbang name = "flashbang" icon_state = "flashbang" inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' possible_fuse_time = list("3", "4", "5") //how many tiles away the mob will be affected by the flashbang. var/flashbang_range = 7 //The devision for the sweetspot culations. if set to 1, the sweetspot is ostensibly the flashbang range. var/sweetspot_divider = 3 //The light emitted by this flashbang to indicate the sweetspot. var/flashbang_light = LIGHT_COLOR_INTENSE_RED /obj/item/grenade/flashbang/apply_grenade_fantasy_bonuses(quality) flashbang_range = modify_fantasy_variable("flashbang_range", flashbang_range, quality) /obj/item/grenade/flashbang/remove_grenade_fantasy_bonuses(quality) flashbang_range = reset_fantasy_variable("flashbang_range", flashbang_range) /obj/item/grenade/flashbang/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60) . = ..() if(!.) return var/sweetspot_range = clamp(ceil(flashbang_range/sweetspot_divider), 0, flashbang_range) set_light(sweetspot_range, sweetspot_range, flashbang_light) /obj/item/grenade/flashbang/detonate(mob/living/lanced_by) . = ..() if(!.) return update_mob() var/turf/flashbang_turf = get_turf(src) if(!flashbang_turf) return //Check that there's enough pressure on the detonation turf for the 'bang' part of the flashbang to work. var/datum/gas_mixture/environment = flashbang_turf.return_air() var/pressure = environment?.return_pressure() var/soundbang = pressure >= SOUND_MINIMUM_PRESSURE do_sparks(rand(5, 9), FALSE, src) playsound(flashbang_turf, 'sound/items/weapons/flashbang.ogg', 100, TRUE, 8, 0.9) new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 4, COLOR_WHITE, 2) for(var/mob/living/living_mob in get_hearers_in_view(flashbang_range, flashbang_turf)) bang(get_turf(living_mob), living_mob, soundbang) qdel(src) /obj/item/grenade/flashbang/proc/bang(turf/turf, mob/living/living_mob, soundbang = TRUE) if(living_mob.stat == DEAD) //They're dead! return living_mob.show_message(span_warning("BANG"), MSG_AUDIBLE) var/distance = get_dist(get_turf(src), turf) var/sweetspot_range = clamp(ceil(flashbang_range/sweetspot_divider), 0, flashbang_range) //Flash var/attempt_flash = living_mob.flash_act(affect_silicon = 1) if(attempt_flash == FLASH_COMPLETED) if(distance <= sweetspot_range || issilicon(living_mob)) living_mob.Paralyze(max(20/max(1, distance), 5)) living_mob.Knockdown(max(200/max(1, distance), 60)) else living_mob.adjust_dizzy_up_to(max(200/max(1, distance), 5), 20 SECONDS) living_mob.dropItemToGround(living_mob.get_active_held_item()) living_mob.dropItemToGround(living_mob.get_inactive_held_item()) //Bang if(!soundbang && distance) return if(!distance) living_mob.soundbang_act(SOUNDBANG_OVERWHELMING, 20 SECONDS, 10, 15) return if(distance <= 1) // Adds more stun as to not prime n' pull (#45381) living_mob.soundbang_act(SOUNDBANG_STRONG, 3 SECONDS, 5) return if(distance <= sweetspot_range) living_mob.soundbang_act(SOUNDBANG_NORMAL, max(20 SECONDS / max(1, distance), 60), rand(0, 5)) return if(!living_mob.soundbang_act(SOUNDBANG_NORMAL, 0, rand(0, 2))) return living_mob.adjust_staggered_up_to(max(200/max(1, distance), 5), 10 SECONDS) living_mob.dropItemToGround(living_mob.get_active_held_item()) living_mob.dropItemToGround(living_mob.get_inactive_held_item()) /obj/item/grenade/stingbang name = "stingbang" icon_state = "timeg_locked" base_icon_state = "timeg" inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/flashbang_range = 1 //how many tiles away the mob will be stunned. shrapnel_type = /obj/projectile/bullet/pellet/stingball shrapnel_radius = 5 custom_premium_price = PAYCHECK_COMMAND * 3.5 // mostly gotten through cargo, but throw in one for the sec vendor ;) /obj/item/grenade/stingbang/mega name = "mega stingbang" icon_state = "timeg_mega_locked" base_icon_state = "timeg_mega" shrapnel_type = /obj/projectile/bullet/pellet/stingball/mega shrapnel_radius = 12 /obj/item/grenade/stingbang/detonate(mob/living/lanced_by) if(dud_flags) active = FALSE update_appearance() return FALSE if(iscarbon(loc)) var/mob/living/carbon/user = loc var/obj/item/bodypart/bodypart = user.get_holding_bodypart_of_item(src) if(bodypart) forceMove(get_turf(user)) var/did_dismember = bodypart.dismember() user.visible_message("[span_danger("[src] goes off in [user]'s hand[did_dismember ? ", blowing [user.p_their()] [bodypart.plaintext_zone] to bloody shreds" : ""]!")]", span_userdanger("[src] goes off in your hand[did_dismember ? ", blowing your [bodypart.plaintext_zone] to bloody shreds" : ""]!")) . = ..() if(!.) return update_mob() var/flashbang_turf = get_turf(src) if(!flashbang_turf) return do_sparks(rand(5, 9), FALSE, src) playsound(flashbang_turf, 'sound/items/weapons/flashbang.ogg', 50, TRUE, 8, 0.9) new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 2, COLOR_WHITE, 1) for(var/mob/living/living_mob in get_hearers_in_view(flashbang_range, flashbang_turf)) pop(get_turf(living_mob), living_mob) qdel(src) /obj/item/grenade/stingbang/proc/pop(turf/turf, mob/living/living_mob) if(living_mob.stat == DEAD) //They're dead! return living_mob.show_message(span_warning("POP"), MSG_AUDIBLE) var/distance = get_dist(get_turf(src), turf) //Flash if(living_mob.flash_act(affect_silicon = 1)) living_mob.Paralyze(max(10/max(1, distance), 5)) living_mob.Knockdown(max(100/max(1, distance), 60)) //Bang if(!distance) living_mob.Paralyze(2 SECONDS) living_mob.Knockdown(20 SECONDS) living_mob.soundbang_act(SOUNDBANG_NORMAL, 200, 10, 15) if(living_mob.apply_damages(brute = 10, burn = 10)) to_chat(living_mob, span_userdanger("The blast from \the [src] bruises and burns you!")) // only checking if they're on top of the tile, cause being one tile over will be its own punishment // Grenade that releases more shrapnel the more times you use it in hand between priming and detonation (sorta like the 9bang from MW3), for admin goofs /obj/item/grenade/primer name = "rotfrag grenade" desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases shrapnel shards." icon_state = "timeg_locked" base_icon_state = "timeg" inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude shrapnel_type = /obj/projectile/bullet/shrapnel var/rots = 1 /// how many times we've "rotated" the charge /obj/item/grenade/primer/attack_self(mob/user) . = ..() if(active) user.playsound_local(user, 'sound/misc/box_deploy.ogg', 50, TRUE) rots++ user.changeNext_move(CLICK_CD_RAPID) /obj/item/grenade/primer/detonate(mob/living/lanced_by) shrapnel_radius = round(rots / rots_per_mag) . = ..() if(!.) return qdel(src) /obj/item/grenade/primer/stingbang name = "rotsting" desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases stingballs." lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' rots_per_mag = 2 shrapnel_type = /obj/projectile/bullet/pellet/stingball