mirror of
https://github.com/Bubberstation/Bubberstation.git
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127 lines
4.3 KiB
Plaintext
127 lines
4.3 KiB
Plaintext
/obj/item/grenade/gas_crystal
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desc = "Some kind of crystal, this shouldn't spawn"
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name = "Gas Crystal"
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "bluefrag"
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inhand_icon_state = "flashbang"
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resistance_flags = FIRE_PROOF
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/obj/item/grenade/gas_crystal/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
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log_grenade(user) //Inbuilt admin procs already handle null users
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if(user)
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add_fingerprint(user)
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if(msg)
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to_chat(user, span_warning("You crush the [src]! [capitalize(DisplayTimeText(det_time))]!"))
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if(shrapnel_type && shrapnel_radius)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', volume, TRUE)
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
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if(user)
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SEND_SIGNAL(src, COMSIG_MOB_GRENADE_ARMED, user, src, det_time, delayoverride)
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addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
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/obj/item/grenade/gas_crystal/healium_crystal
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name = "Healium crystal"
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desc = "A crystal made from the Healium gas, it's cold to the touch."
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icon_state = "healium_crystal"
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///Range of the grenade that will cool down and affect mobs
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var/fix_range = 7
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/obj/item/grenade/gas_crystal/healium_crystal/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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playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
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var/list/turf_list = RANGE_TURFS(fix_range, src)
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var/datum/gas_mixture/base_mix = SSair.parse_gas_string(OPENTURF_DEFAULT_ATMOS)
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for(var/turf/open/turf_fix in turf_list)
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if(turf_fix.blocks_air)
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continue
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turf_fix.copy_air(base_mix.copy())
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qdel(src)
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/obj/item/grenade/gas_crystal/proto_nitrate_crystal
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name = "Proto Nitrate crystal"
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desc = "A crystal made from the Proto Nitrate gas, you can see the liquid gases inside."
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icon_state = "proto_nitrate_crystal"
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///Range of the grenade air refilling
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var/refill_range = 5
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///Amount of Nitrogen gas released (close to the grenade)
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var/n2_gas_amount = 80
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///Amount of Oxygen gas released (close to the grenade)
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var/o2_gas_amount = 30
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/obj/item/grenade/gas_crystal/proto_nitrate_crystal/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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playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
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for(var/turf/turf_loc in view(refill_range, loc))
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if(!isopenturf(turf_loc))
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continue
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var/distance_from_center = max(get_dist(turf_loc, loc), 1)
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var/turf/open/floor_loc = turf_loc
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floor_loc.atmos_spawn_air("[GAS_N2]=[n2_gas_amount / distance_from_center];[GAS_O2]=[o2_gas_amount / distance_from_center];[TURF_TEMPERATURE(273)]")
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qdel(src)
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/obj/item/grenade/gas_crystal/nitrous_oxide_crystal
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name = "N2O crystal"
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desc = "A crystal made from the N2O gas, you can see the liquid gases inside."
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icon_state = "n2o_crystal"
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///Range of the grenade air refilling
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var/fill_range = 1
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///Amount of n2o gas released (close to the grenade)
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var/n2o_gas_amount = 10
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/obj/item/grenade/gas_crystal/nitrous_oxide_crystal/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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playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
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for(var/turf/turf_loc in view(fill_range, loc))
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if(!isopenturf(turf_loc))
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continue
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var/distance_from_center = max(get_dist(turf_loc, loc), 1)
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var/turf/open/floor_loc = turf_loc
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floor_loc.atmos_spawn_air("[GAS_N2O]=[n2o_gas_amount / distance_from_center];[TURF_TEMPERATURE(273)]")
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qdel(src)
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/obj/item/grenade/gas_crystal/crystal_foam
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name = "crystal foam"
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desc = "A crystal with a foggy inside"
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icon_state = "crystal_foam"
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var/breach_range = 7
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/obj/item/grenade/gas_crystal/crystal_foam/detonate(mob/living/lanced_by)
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. = ..()
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var/datum/reagents/first_batch = new
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var/datum/reagents/second_batch = new
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var/list/datum/reagents/reactants = list()
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first_batch.add_reagent(/datum/reagent/aluminium, 75)
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second_batch.add_reagent(/datum/reagent/smart_foaming_agent, 25)
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second_batch.add_reagent(/datum/reagent/toxin/acid/fluacid, 25)
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reactants += first_batch
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reactants += second_batch
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var/turf/detonation_turf = get_turf(src)
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chem_splash(detonation_turf, null, breach_range, reactants)
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playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
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log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
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update_mob()
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qdel(src)
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