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Ghom 8c89b371af [NO GBP] Fixes ear protection equipment doing nothing. Flashbangs don't work well in vacuums (#93866)
## About The Pull Request
Turns out ear protection was subtracting the values rather than adding
them to the protection, and I didn't notice that much until later (now).
Also flashbangs don't have much of a bang (flashbangs without the bang
basically) when there's no air.

## Why It's Good For The Game
Also everyone should know that IRL sounds don't work well in vacuums cuz
there are no molecules to carry sound waves around. Unfortunately we are
not so refined about it in game, which is a fucking shame. This is a
very simplistic implementation than anything. The fact that I'm adding
it to this PR as well is because being in a vacuum gives you plenty of
sound protection now. It's about *some* consistency.

## Changelog

🆑
fix: Fixes ear protection equipment doing nothing. 
balance: Detonating a flashbang in space or any environment with little
to no air no longer stuns anyone NOT on the same tile as the flashbang
with loud bangs. Flashing still works as intended though.
/🆑
2025-11-13 22:22:39 +11:00

196 lines
7.5 KiB
Plaintext

/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(CEILING(flashbang_range/sweetspot_divider, 1), 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(CEILING(flashbang_range/sweetspot_divider, 1), 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))
user.visible_message("<b>[span_danger("[src] goes off in [user]'s hand, blowing [user.p_their()] [bodypart.plaintext_zone] to bloody shreds!")]</b>", span_userdanger("[src] goes off in your hand, blowing your [bodypart.plaintext_zone] to bloody shreds!"))
bodypart.dismember()
. = ..()
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