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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
686 lines
26 KiB
Plaintext
686 lines
26 KiB
Plaintext
/obj/item/grenade/chem_grenade
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name = "chemical grenade"
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desc = "A custom made grenade."
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icon_state = "chemg"
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base_icon_state = "chemg"
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inhand_icon_state = "flashbang"
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w_class = WEIGHT_CLASS_SMALL
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force = 2
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/// Which stage of construction this grenade is currently at.
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var/stage = GRENADE_EMPTY
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/// The set of reagent containers that have been added to this grenade casing.
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var/list/obj/item/reagent_containers/cup/beakers = list()
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/// The types of reagent containers that can be added to this grenade casing.
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var/list/allowed_containers = list(/obj/item/reagent_containers/cup/beaker, /obj/item/reagent_containers/cup/bottle)
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/// The types of reagent containers that can't be added to this grenade casing.
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var/list/banned_containers = list(/obj/item/reagent_containers/cup/beaker/bluespace) //Containers to exclude from specific grenade subtypes
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/// The maximum volume of the reagents in the grenade casing.
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var/casing_holder_volume = 1000
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/// The range that this grenade can splash reagents at if they aren't consumed on detonation.
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var/affected_area = 3
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/// The amount of temperature that is added to the reagents on detonation.
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var/ignition_temp = 10
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/// How much to scale the reagents by when the grenade detonates. Used by advanced grenades to make them slightly more worthy.
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var/threatscale = 1
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/// The description when examining empty casings.
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var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10 K upon ignition."
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/// Whether or not the grenade is currently acting as a landmine. Currently broken and not my current project.
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var/obj/item/assembly/prox_sensor/landminemode = null
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/obj/item/grenade/chem_grenade/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
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create_reagents(casing_holder_volume)
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stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
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set_wires(new /datum/wires/explosive/chem_grenade(src))
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/obj/item/grenade/chem_grenade/Destroy(force)
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QDEL_NULL(landminemode)
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QDEL_LIST(beakers)
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return ..()
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/obj/item/grenade/chem_grenade/apply_grenade_fantasy_bonuses(quality)
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threatscale = modify_fantasy_variable("threatscale", threatscale, quality/10)
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/obj/item/grenade/chem_grenade/remove_grenade_fantasy_bonuses(quality)
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threatscale = reset_fantasy_variable("threatscale", threatscale)
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/obj/item/grenade/chem_grenade/examine(mob/user)
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display_timer = (stage == GRENADE_READY) //show/hide the timer based on assembly state
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. = ..()
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if(user.can_see_reagents())
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if(beakers.len)
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. += span_notice("You scan the grenade and detect the following reagents:")
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for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
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for(var/datum/reagent/reagent in glass_beaker.reagents.reagent_list)
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. += span_notice("[reagent.volume] units of [reagent.name] in the [glass_beaker.name].")
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if(beakers.len == 1)
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. += span_notice("You detect no second beaker in the grenade.")
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else
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. += span_notice("You scan the grenade, but detect nothing.")
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else if(stage != GRENADE_READY && beakers.len)
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if(beakers.len == 2 && beakers[1].name == beakers[2].name)
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. += span_notice("You see two [beakers[1].name]s inside the grenade.")
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else
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for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
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. += span_notice("You see a [glass_beaker.name] inside the grenade.")
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/obj/item/grenade/chem_grenade/update_name(updates)
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switch(stage)
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if(GRENADE_EMPTY)
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name = "[initial(name)] casing"
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if(GRENADE_WIRED)
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name = "unsecured [initial(name)]"
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if(GRENADE_READY)
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name = initial(name)
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return ..()
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/obj/item/grenade/chem_grenade/update_desc(updates)
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switch(stage)
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if(GRENADE_EMPTY)
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desc = "A do it yourself [initial(name)]! [initial(casedesc)]"
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if(GRENADE_WIRED)
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desc = "An unsecured [initial(name)] assembly."
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if(GRENADE_READY)
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desc = initial(desc)
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return ..()
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/obj/item/grenade/chem_grenade/update_icon_state()
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if(active)
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icon_state = "[base_icon_state]_active"
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return ..()
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switch(stage)
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if(GRENADE_EMPTY)
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icon_state = base_icon_state
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if(GRENADE_WIRED)
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icon_state = "[base_icon_state]_ass"
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if(GRENADE_READY)
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icon_state = "[base_icon_state]_locked"
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return ..()
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/obj/item/grenade/chem_grenade/attack_self(mob/user)
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if(stage == GRENADE_READY && !active)
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..()
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if(stage == GRENADE_WIRED)
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wires.interact(user)
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/obj/item/grenade/chem_grenade/screwdriver_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(dud_flags & GRENADE_USED)
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balloon_alert(user, "resetting trigger...")
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if (do_after(user, 2 SECONDS, src))
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balloon_alert(user, "trigger reset")
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dud_flags &= ~GRENADE_USED
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return
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if(stage == GRENADE_WIRED)
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if(beakers.len)
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stage_change(GRENADE_READY)
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to_chat(user, span_notice("You lock the [initial(name)] assembly."))
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tool.play_tool_sound(src, 25)
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else if(landminemode)
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landminemode.timing = FALSE
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if(!landminemode.secured)
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landminemode.toggle_secure()
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landminemode.toggle_scan(FALSE)
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to_chat(user, span_notice("You disarm the [landminemode.name]."))
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tool.play_tool_sound(src, 25)
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else
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to_chat(user, span_warning("You need to add at least one beaker before locking the [initial(name)] assembly!"))
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else if(stage == GRENADE_READY)
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det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
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if(landminemode)
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landminemode.time = det_time * 0.1 //overwrites the proxy sensor activation timer
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tool.play_tool_sound(src, 25)
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to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
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else
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to_chat(user, span_warning("You need to add a wire!"))
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return TRUE
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/obj/item/grenade/chem_grenade/wirecutter_act(mob/living/user, obj/item/tool)
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if(stage == GRENADE_READY && !active)
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tool.play_tool_sound(src)
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stage_change(GRENADE_WIRED)
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to_chat(user, span_notice("You unlock the [initial(name)] assembly."))
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return TRUE
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/obj/item/grenade/chem_grenade/wrench_act(mob/living/user, obj/item/tool)
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if(stage != GRENADE_WIRED)
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return FALSE
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if(beakers.len)
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for(var/obj/beaker in beakers)
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beaker.forceMove(drop_location())
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if(!beaker.reagents)
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continue
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var/reagent_list = pretty_string_from_reagent_list(beaker.reagents.reagent_list)
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user.log_message("removed [beaker] ([reagent_list]) from [src]", LOG_GAME)
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beakers = list()
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to_chat(user, span_notice("You open the [initial(name)] assembly and remove the payload."))
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return
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tool.play_tool_sound(src)
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wires.detach_assembly(wires.get_wire(1))
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new /obj/item/stack/cable_coil(get_turf(src), 1)
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stage_change(GRENADE_EMPTY)
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to_chat(user, span_notice("You remove the activation mechanism from the [initial(name)] assembly."))
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/obj/item/grenade/chem_grenade/attackby(obj/item/item, mob/user, params)
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if(isassembly(item) && stage == GRENADE_WIRED)
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wires.interact(user)
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else if(stage == GRENADE_WIRED && is_type_in_list(item, allowed_containers))
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. = TRUE //no afterattack
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if(is_type_in_list(item, banned_containers))
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to_chat(user, span_warning("[src] is too small to fit [item]!")) // this one hits home huh anon?
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return
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if(beakers.len == 2)
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to_chat(user, span_warning("[src] can not hold more containers!"))
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return
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else
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if(item.reagents.total_volume)
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if(!user.transferItemToLoc(item, src))
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return
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to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
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beakers += item
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var/reagent_list = pretty_string_from_reagent_list(item.reagents.reagent_list)
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user.log_message("inserted [item] ([reagent_list]) into [src]", LOG_GAME)
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else
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to_chat(user, span_warning("[item] is empty!"))
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else if(stage == GRENADE_EMPTY && istype(item, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = item
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if (coil.use(1))
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det_time = 50 // In case the cable_coil was removed and readded.
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stage_change(GRENADE_WIRED)
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to_chat(user, span_notice("You rig the [initial(name)] assembly."))
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else
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to_chat(user, span_warning("You need one length of coil to wire the assembly!"))
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return
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else
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return ..()
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/obj/item/grenade/chem_grenade/proc/stage_change(N)
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if(N)
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stage = N
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update_appearance()
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/obj/item/grenade/chem_grenade/on_found(mob/finder)
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var/obj/item/assembly/assembly = wires.get_attached(wires.get_wire(1))
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assembly?.on_found(finder)
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/obj/item/grenade/chem_grenade/log_grenade(mob/user)
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var/reagent_string = ""
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var/beaker_number = 1
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for(var/obj/exploded_beaker in beakers)
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if(!exploded_beaker.reagents)
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continue
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reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
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if(landminemode)
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log_bomber(user, "activated a proxy", src, "containing:[reagent_string]", message_admins = !dud_flags)
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else
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log_bomber(user, "primed a", src, "containing:[reagent_string]", message_admins = !dud_flags)
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/obj/item/grenade/chem_grenade/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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if(landminemode)
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to_chat(user, span_warning("You prime [src], activating its proximity sensor."))
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else
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to_chat(user, span_warning("You prime [src]! [DisplayTimeText(det_time)]!"))
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active = TRUE
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update_icon_state()
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playsound(src, 'sound/items/weapons/armbomb.ogg', volume, TRUE)
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if(landminemode)
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landminemode.activate()
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return
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addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
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/obj/item/grenade/chem_grenade/detonate(mob/living/lanced_by)
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if(stage != GRENADE_READY)
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return
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. = ..()
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if(!.)
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return
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var/list/datum/reagents/reactants = list()
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for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
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reactants += glass_beaker.reagents
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var/turf/detonation_turf = get_turf(src)
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if (chem_splash(detonation_turf, reagents, affected_area, reactants, ignition_temp, threatscale))
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// logs from custom assemblies priming are handled by the wire component
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log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
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active = FALSE
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update_appearance()
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//Large chem grenades accept slime cores and use the appropriately.
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/obj/item/grenade/chem_grenade/large
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name = "large grenade"
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desc = "A custom made large grenade. Larger splash range and increased ignition temperature compared to basic grenades. Fits exotic and bluespace based containers."
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casedesc = "This casing affects a larger area than the basic model and can fit exotic containers, including slime cores and bluespace beakers. Heats contents by 25 K upon ignition."
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icon_state = "large_grenade"
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base_icon_state = "large_grenade"
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allowed_containers = list(/obj/item/reagent_containers/cup, /obj/item/reagent_containers/condiment, /obj/item/reagent_containers/cup/glass)
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banned_containers = list()
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affected_area = 5
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ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
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threatscale = 1.1 // 10% more effective.
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/obj/item/grenade/chem_grenade/large/detonate(mob/living/lanced_by)
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if(stage != GRENADE_READY || dud_flags)
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active = FALSE
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update_appearance()
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return FALSE
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var/extract_total_volume = 0
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var/extract_maximum_volume = 0
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var/list/extracts = list()
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var/beaker_total_volume = 0
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var/list/other_containers = list()
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for(var/obj/item/thing as anything in beakers)
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if(!thing.reagents)
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continue
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if(istype(thing, /obj/item/slime_extract))
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var/obj/item/slime_extract/extract = thing
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if(!extract.extract_uses)
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continue
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extract_total_volume += extract.reagents.total_volume
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extract_maximum_volume += extract.reagents.maximum_volume
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extracts += extract
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else
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beaker_total_volume += thing.reagents.total_volume
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other_containers += thing
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var/available_extract_volume = extract_maximum_volume - extract_total_volume
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if(beaker_total_volume <= 0 || available_extract_volume <= 0)
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return ..()
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var/container_ratio = available_extract_volume / beaker_total_volume
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var/datum/reagents/tmp_holder = new/datum/reagents(beaker_total_volume)
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for(var/obj/item/container as anything in other_containers)
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container.reagents.trans_to(tmp_holder, container.reagents.total_volume * container_ratio, no_react = TRUE)
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for(var/obj/item/slime_extract/extract as anything in extracts)
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var/available_volume = extract.reagents.maximum_volume - extract.reagents.total_volume
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tmp_holder.trans_to(extract, beaker_total_volume * (available_volume / available_extract_volume), no_react = TRUE)
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extract.reagents.handle_reactions() // Reaction handling in the transfer proc is reciprocal and we don't want to blow up the tmp holder early.
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if(QDELETED(extract))
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beakers -= extract
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extracts -= extract
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return ..()
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//I tried to just put it in the allowed_containers list but
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//if you do that it must have reagents. If you're going to
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//make a special case you might as well do it explicitly. -Sayu
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/obj/item/grenade/chem_grenade/large/attackby(obj/item/item, mob/user, params)
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if(!istype(item, /obj/item/slime_extract) || stage != GRENADE_WIRED)
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return ..()
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if(!user.transferItemToLoc(item, src))
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return
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to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
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beakers += item
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/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
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name = "cryo grenade"
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desc = "A custom made cryogenic grenade. Rapidly cools contents upon ignition."
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casedesc = "Upon ignition, it rapidly cools contents by 100 K. Smaller splash range than regular casings."
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icon_state = "cryog"
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base_icon_state = "cryog"
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affected_area = 2
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ignition_temp = -100
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/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
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name = "pyro grenade"
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desc = "A custom made pyrotechnical grenade. Heats up contents upon ignition."
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casedesc = "Upon ignition, it rapidly heats contents by 500 K."
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icon_state = "pyrog"
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base_icon_state = "pyrog"
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ignition_temp = 500 // This is enough to expose a hotspot.
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/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
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name = "advanced release grenade"
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desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
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casedesc = "This casing is able to detonate more than once. Can be configured using a multitool."
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icon_state = "timeg"
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base_icon_state = "timeg"
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var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
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/obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/living/user, obj/item/tool)
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if (active)
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return
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var/newspread = tgui_input_number(user, "Please enter a new spread amount", "Grenade Spread", 5, 100, 5)
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if(!newspread || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return
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unit_spread = newspread
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to_chat(user, span_notice("You set the time release to [unit_spread] units per detonation."))
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..()
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/obj/item/grenade/chem_grenade/adv_release/detonate(mob/living/lanced_by)
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if(stage != GRENADE_READY || dud_flags)
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active = FALSE
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update_appearance()
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return
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var/total_volume = 0
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for(var/obj/item/reagent_containers/reagent_container in beakers)
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total_volume += reagent_container.reagents.total_volume
|
|
if(!total_volume)
|
|
active = FALSE
|
|
update_appearance()
|
|
return
|
|
var/fraction = unit_spread/total_volume
|
|
var/datum/reagents/reactants = new(unit_spread)
|
|
reactants.my_atom = src
|
|
for(var/obj/item/reagent_containers/reagent_container in beakers)
|
|
reagent_container.reagents.trans_to(
|
|
reactants,
|
|
reagent_container.reagents.total_volume * fraction,
|
|
threatscale,
|
|
no_react = TRUE
|
|
)
|
|
chem_splash(get_turf(src), reagents, affected_area, list(reactants), ignition_temp, threatscale)
|
|
|
|
var/turf/detonated_turf = get_turf(src)
|
|
addtimer(CALLBACK(src, PROC_REF(detonate)), det_time)
|
|
log_game("A grenade detonated at [AREACOORD(detonated_turf)]")
|
|
|
|
|
|
|
|
|
|
//////////////////////////////
|
|
////// PREMADE GRENADES //////
|
|
//////////////////////////////
|
|
|
|
/obj/item/grenade/chem_grenade/metalfoam
|
|
name = "metal foam grenade"
|
|
desc = "Used for emergency sealing of hull breaches."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/metalfoam/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/aluminium, 30)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/foaming_agent, 10)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 10)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/smart_metal_foam
|
|
name = "smart metal foam grenade"
|
|
desc = "Used for emergency sealing of hull breaches, while keeping areas accessible."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/smart_metal_foam/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/large/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/aluminium, 75)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/smart_foaming_agent, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 25)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/incendiary
|
|
name = "incendiary grenade"
|
|
desc = "Used for clearing rooms of living things."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/incendiary/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/phosphorus, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/stable_plasma, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/toxin/acid, 25)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/antiweed
|
|
name = "weedkiller grenade"
|
|
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/antiweed/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/toxin/plantbgone, 25)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/phosphorus, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/cleaner
|
|
name = "cleaner grenade"
|
|
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/cleaner/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/water, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/space_cleaner, 10)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/ez_clean
|
|
name = "cleaner grenade"
|
|
desc = "Waffle Corp. brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/ez_clean/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/large/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/large/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/water, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/space_cleaner/ez_clean, 60) //ensures a t h i c c distribution
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/teargas
|
|
name = "teargas grenade"
|
|
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/teargas/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/large/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/large/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 60)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/phosphorus, 40)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 40)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/facid
|
|
name = "acid grenade"
|
|
desc = "Used for melting armoured opponents."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/facid/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 290)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 10)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/phosphorus, 10)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 10)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 280)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/colorful
|
|
name = "colorful grenade"
|
|
desc = "Used for wide scale painting projects."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/colorful/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/colorful_reagent, 25)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/phosphorus, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
/obj/item/grenade/chem_grenade/glitter
|
|
name = "generic glitter grenade"
|
|
desc = "You shouldn't see this description."
|
|
stage = GRENADE_READY
|
|
var/glitter_type = /datum/reagent/glitter
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(glitter_type, 25)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/phosphorus, 25)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/pink
|
|
name = "pink glitter bomb"
|
|
desc = "For that HOT glittery look."
|
|
glitter_type = /datum/reagent/glitter/pink
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/blue
|
|
name = "blue glitter bomb"
|
|
desc = "For that COOL glittery look."
|
|
glitter_type = /datum/reagent/glitter/blue
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/white
|
|
name = "white glitter bomb"
|
|
desc = "For that somnolent glittery look."
|
|
glitter_type = /datum/reagent/glitter/white
|
|
|
|
/obj/item/grenade/chem_grenade/clf3
|
|
name = "clf3 grenade"
|
|
desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/clf3/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/fluorosurfactant, 250)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/clf3, 50)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/water, 250)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/clf3, 50)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
/obj/item/grenade/chem_grenade/bioterrorfoam
|
|
name = "Bio terror foam grenade"
|
|
desc = "Tiger Cooperative chemical foam grenade. Causes temporary irration, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/bioterrorfoam/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/cryptobiolin, 75)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/water, 50)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 50)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/toxin/spore, 75)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/toxin/itching_powder, 50)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/fluorosurfactant, 150)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/toxin/mutagen, 150)
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
/obj/item/grenade/chem_grenade/tuberculosis
|
|
name = "Fungal tuberculosis grenade"
|
|
desc = "WARNING: GRENADE WILL RELEASE DEADLY SPORES CONTAINING ACTIVE AGENTS. SEAL SUIT AND AIRFLOW BEFORE USE."
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/tuberculosis/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/bluespace/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 50)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/phosphorus, 50)
|
|
beaker_one.reagents.add_reagent(/datum/reagent/fungalspores, 200)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/blood, 250)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/consumable/sugar, 50)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|
|
|
|
/obj/item/grenade/chem_grenade/holy
|
|
name = "holy hand grenade"
|
|
desc = "A vessel of concentrated religious might."
|
|
icon_state = "holy_grenade"
|
|
base_icon_state = "holy_grenade"
|
|
stage = GRENADE_READY
|
|
|
|
/obj/item/grenade/chem_grenade/holy/Initialize(mapload)
|
|
. = ..()
|
|
var/obj/item/reagent_containers/cup/beaker/meta/beaker_one = new(src)
|
|
var/obj/item/reagent_containers/cup/beaker/meta/beaker_two = new(src)
|
|
|
|
beaker_one.reagents.add_reagent(/datum/reagent/potassium, 150)
|
|
beaker_two.reagents.add_reagent(/datum/reagent/water/holywater, 150)
|
|
|
|
beakers += beaker_one
|
|
beakers += beaker_two
|