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66e3b9e222
## About The Pull Request Fixes slime extract bugs with selfstaining slime and clusterbuster. Fixes: #93315 ## Why It's Good For The Game Fixes slime extract bugs ## Changelog 🆑 fix: Self sustaining slime and clusterbuster now correctly fill required reagents /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
200 lines
6.3 KiB
Plaintext
200 lines
6.3 KiB
Plaintext
////////////////////
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//Clusterbang
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////////////////////
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#define RANDOM_DETONATE_MIN_TIME (1.5 SECONDS)
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#define RANDOM_DETONATE_MAX_TIME (6 SECONDS)
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/obj/item/grenade/clusterbuster
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desc = "Use of this weapon may constitute a war crime in your area, consult your local captain."
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name = "clusterbang"
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "clusterbang"
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var/base_state = "clusterbang"
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var/payload = /obj/item/grenade/flashbang/cluster
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var/payload_spawner = /obj/effect/payload_spawner
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var/min_spawned = 4
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var/max_spawned = 8
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var/segment_chance = 35
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/obj/item/grenade/clusterbuster/apply_grenade_fantasy_bonuses(quality)
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min_spawned = modify_fantasy_variable("min_spawned", min_spawned, round(quality/2))
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max_spawned = modify_fantasy_variable("max_spawned", max_spawned, round(quality/2))
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/obj/item/grenade/clusterbuster/remove_grenade_fantasy_bonuses(quality)
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min_spawned = reset_fantasy_variable("min_spawned", min_spawned)
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max_spawned = reset_fantasy_variable("max_spawned", max_spawned)
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/obj/item/grenade/clusterbuster/detonate(mob/living/lanced_by)
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. = ..()
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if(!.)
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return
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update_mob()
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var/numspawned = rand(min_spawned, max_spawned)
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var/again = 0
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for(var/_ in 1 to numspawned)
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if(prob(segment_chance))
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again++
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numspawned--
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for(var/loop in 1 to again)
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new /obj/item/grenade/clusterbuster/segment(drop_location(), src)//Creates 'segments' that launches a few more payloads
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new payload_spawner(drop_location(), payload, numspawned)//Launches payload
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playsound(src, grenade_arm_sound, 75, TRUE, -3)
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qdel(src)
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//////////////////////
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//Clusterbang segment
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//////////////////////
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/obj/item/grenade/clusterbuster/segment
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desc = "A smaller segment of a clusterbang. Better run!"
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name = "clusterbang segment"
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "clusterbang_segment"
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base_state = "clusterbang_segment"
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/obj/item/grenade/clusterbuster/segment/Initialize(mapload, obj/item/grenade/clusterbuster/base)
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. = ..()
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if(base)
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name = "[base.name] segment"
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base_state = "[base.base_state]_segment"
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icon_state = base_state
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payload_spawner = base.payload_spawner
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payload = base.payload
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grenade_arm_sound = base.grenade_arm_sound
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min_spawned = base.min_spawned
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max_spawned = base.max_spawned
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icon_state = "[base_state]_active"
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active = TRUE
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var/steps = rand(1, 4)
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for(var/step in 1 to steps)
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step_away(src, loc)
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addtimer(CALLBACK(src, PROC_REF(detonate)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
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/obj/item/grenade/clusterbuster/segment/detonate(mob/living/lanced_by)
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new payload_spawner(drop_location(), payload, rand(min_spawned, max_spawned))
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playsound(src, grenade_arm_sound, 75, TRUE, -3)
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qdel(src)
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//////////////////////////////////
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//The payload spawner effect
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/////////////////////////////////
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/obj/effect/payload_spawner/Initialize(mapload, type, numspawned)
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..()
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if(type && isnum(numspawned))
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spawn_payload(type, numspawned)
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return INITIALIZE_HINT_QDEL
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/obj/effect/payload_spawner/proc/spawn_payload(type, numspawned)
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for(var/_ in 1 to numspawned)
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var/obj/item/grenade/grenade = new type(loc)
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if(istype(grenade))
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grenade.active = TRUE
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grenade.type_cluster = TRUE
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addtimer(CALLBACK(grenade, TYPE_PROC_REF(/obj/item/grenade, detonate)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
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var/steps = rand(1, 4)
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for(var/step in 1 to steps)
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step_away(src, loc)
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/obj/effect/payload_spawner/random_slime
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var/volatile = FALSE
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/obj/effect/payload_spawner/random_slime/volatile
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volatile = TRUE
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/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
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for(var/_ in 1 to numspawned)
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var/chosen = pick(subtypesof(/obj/item/slime_extract))
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var/obj/item/slime_extract/slime_extract = new chosen(loc)
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if(volatile)
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addtimer(CALLBACK(slime_extract, TYPE_PROC_REF(/obj/item/slime_extract, auto_activate_reaction)), rand(RANDOM_DETONATE_MIN_TIME, RANDOM_DETONATE_MAX_TIME))
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var/steps = rand(1, 4)
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for(var/step in 1 to steps)
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step_away(src, loc)
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#undef RANDOM_DETONATE_MIN_TIME
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#undef RANDOM_DETONATE_MAX_TIME
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//////////////////////////////////
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//Custom payload clusterbusters
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/////////////////////////////////
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/obj/item/grenade/flashbang/cluster
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icon_state = "flashbang_active"
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/obj/item/grenade/clusterbuster/emp
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name = "Electromagnetic Storm"
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payload = /obj/item/grenade/empgrenade
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/obj/item/grenade/clusterbuster/smoke
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name = "Ninja Vanish"
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payload = /obj/item/grenade/smokebomb
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/obj/item/grenade/clusterbuster/metalfoam
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name = "Instant Concrete"
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payload = /obj/item/grenade/chem_grenade/metalfoam
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/obj/item/grenade/clusterbuster/inferno
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name = "Inferno"
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payload = /obj/item/grenade/chem_grenade/incendiary
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/obj/item/grenade/clusterbuster/antiweed
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name = "RoundDown"
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payload = /obj/item/grenade/chem_grenade/antiweed
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/obj/item/grenade/clusterbuster/cleaner
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name = "Mr. Proper"
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payload = /obj/item/grenade/chem_grenade/cleaner
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/obj/item/grenade/clusterbuster/teargas
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name = "Oignon Grenade"
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payload = /obj/item/grenade/chem_grenade/teargas
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/obj/item/grenade/clusterbuster/facid
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name = "Aciding Rain"
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payload = /obj/item/grenade/chem_grenade/facid
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/obj/item/grenade/clusterbuster/syndieminibomb
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name = "SyndiWrath"
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payload = /obj/item/grenade/syndieminibomb
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/obj/item/grenade/clusterbuster/spawner_manhacks
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name = "iViscerator"
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payload = /obj/item/grenade/spawnergrenade/manhacks
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/obj/item/grenade/clusterbuster/spawner_spesscarp
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name = "Invasion of the Space Carps"
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payload = /obj/item/grenade/spawnergrenade/spesscarp
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/obj/item/grenade/clusterbuster/soap
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name = "Slipocalypse"
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payload = /obj/item/grenade/spawnergrenade/syndiesoap
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/obj/item/grenade/clusterbuster/clf3
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name = "WELCOME TO HELL"
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payload = /obj/item/grenade/chem_grenade/clf3
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//random clusterbuster spawner
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/obj/item/grenade/clusterbuster/random
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icon_state = "random_clusterbang"
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/obj/item/grenade/clusterbuster/random/Initialize(mapload)
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..()
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var/real_type = pick(subtypesof(/obj/item/grenade/clusterbuster))
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new real_type(loc)
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return INITIALIZE_HINT_QDEL
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//rainbow slime effect
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/obj/item/grenade/clusterbuster/slime
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name = "Blorble Blorble"
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icon_state = "slimebang"
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base_state = "slimebang"
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payload_spawner = /obj/effect/payload_spawner/random_slime
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grenade_arm_sound = 'sound/effects/bubbles/bubbles.ogg'
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/obj/item/grenade/clusterbuster/slime/volatile
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payload_spawner = /obj/effect/payload_spawner/random_slime/volatile
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