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Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00

196 lines
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/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("<b>[span_danger("[src] goes off in [user]'s hand[did_dismember ? ", blowing [user.p_their()] [bodypart.plaintext_zone] to bloody shreds" : ""]!")]</b>", 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