Files
Bubberstation/code/game/objects/items/grenades/chem_grenade.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## 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
/🆑
2024-09-23 22:24:50 -07:00

686 lines
26 KiB
Plaintext

/obj/item/grenade/chem_grenade
name = "chemical grenade"
desc = "A custom made grenade."
icon_state = "chemg"
base_icon_state = "chemg"
inhand_icon_state = "flashbang"
w_class = WEIGHT_CLASS_SMALL
force = 2
/// Which stage of construction this grenade is currently at.
var/stage = GRENADE_EMPTY
/// The set of reagent containers that have been added to this grenade casing.
var/list/obj/item/reagent_containers/cup/beakers = list()
/// The types of reagent containers that can be added to this grenade casing.
var/list/allowed_containers = list(/obj/item/reagent_containers/cup/beaker, /obj/item/reagent_containers/cup/bottle)
/// The types of reagent containers that can't be added to this grenade casing.
var/list/banned_containers = list(/obj/item/reagent_containers/cup/beaker/bluespace) //Containers to exclude from specific grenade subtypes
/// The maximum volume of the reagents in the grenade casing.
var/casing_holder_volume = 1000
/// The range that this grenade can splash reagents at if they aren't consumed on detonation.
var/affected_area = 3
/// The amount of temperature that is added to the reagents on detonation.
var/ignition_temp = 10
/// How much to scale the reagents by when the grenade detonates. Used by advanced grenades to make them slightly more worthy.
var/threatscale = 1
/// The description when examining empty casings.
var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10 K upon ignition."
/// Whether or not the grenade is currently acting as a landmine. Currently broken and not my current project.
var/obj/item/assembly/prox_sensor/landminemode = null
/obj/item/grenade/chem_grenade/Initialize(mapload)
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
create_reagents(casing_holder_volume)
stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
set_wires(new /datum/wires/explosive/chem_grenade(src))
/obj/item/grenade/chem_grenade/Destroy(force)
QDEL_NULL(landminemode)
QDEL_LIST(beakers)
return ..()
/obj/item/grenade/chem_grenade/apply_grenade_fantasy_bonuses(quality)
threatscale = modify_fantasy_variable("threatscale", threatscale, quality/10)
/obj/item/grenade/chem_grenade/remove_grenade_fantasy_bonuses(quality)
threatscale = reset_fantasy_variable("threatscale", threatscale)
/obj/item/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == GRENADE_READY) //show/hide the timer based on assembly state
. = ..()
if(user.can_see_reagents())
if(beakers.len)
. += span_notice("You scan the grenade and detect the following reagents:")
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
for(var/datum/reagent/reagent in glass_beaker.reagents.reagent_list)
. += span_notice("[reagent.volume] units of [reagent.name] in the [glass_beaker.name].")
if(beakers.len == 1)
. += span_notice("You detect no second beaker in the grenade.")
else
. += span_notice("You scan the grenade, but detect nothing.")
else if(stage != GRENADE_READY && beakers.len)
if(beakers.len == 2 && beakers[1].name == beakers[2].name)
. += span_notice("You see two [beakers[1].name]s inside the grenade.")
else
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
. += span_notice("You see a [glass_beaker.name] inside the grenade.")
/obj/item/grenade/chem_grenade/update_name(updates)
switch(stage)
if(GRENADE_EMPTY)
name = "[initial(name)] casing"
if(GRENADE_WIRED)
name = "unsecured [initial(name)]"
if(GRENADE_READY)
name = initial(name)
return ..()
/obj/item/grenade/chem_grenade/update_desc(updates)
switch(stage)
if(GRENADE_EMPTY)
desc = "A do it yourself [initial(name)]! [initial(casedesc)]"
if(GRENADE_WIRED)
desc = "An unsecured [initial(name)] assembly."
if(GRENADE_READY)
desc = initial(desc)
return ..()
/obj/item/grenade/chem_grenade/update_icon_state()
if(active)
icon_state = "[base_icon_state]_active"
return ..()
switch(stage)
if(GRENADE_EMPTY)
icon_state = base_icon_state
if(GRENADE_WIRED)
icon_state = "[base_icon_state]_ass"
if(GRENADE_READY)
icon_state = "[base_icon_state]_locked"
return ..()
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == GRENADE_READY && !active)
..()
if(stage == GRENADE_WIRED)
wires.interact(user)
/obj/item/grenade/chem_grenade/screwdriver_act(mob/living/user, obj/item/tool)
. = TRUE
if(dud_flags & GRENADE_USED)
balloon_alert(user, "resetting trigger...")
if (do_after(user, 2 SECONDS, src))
balloon_alert(user, "trigger reset")
dud_flags &= ~GRENADE_USED
return
if(stage == GRENADE_WIRED)
if(beakers.len)
stage_change(GRENADE_READY)
to_chat(user, span_notice("You lock the [initial(name)] assembly."))
tool.play_tool_sound(src, 25)
else if(landminemode)
landminemode.timing = FALSE
if(!landminemode.secured)
landminemode.toggle_secure()
landminemode.toggle_scan(FALSE)
to_chat(user, span_notice("You disarm the [landminemode.name]."))
tool.play_tool_sound(src, 25)
else
to_chat(user, span_warning("You need to add at least one beaker before locking the [initial(name)] assembly!"))
else if(stage == GRENADE_READY)
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
if(landminemode)
landminemode.time = det_time * 0.1 //overwrites the proxy sensor activation timer
tool.play_tool_sound(src, 25)
to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
else
to_chat(user, span_warning("You need to add a wire!"))
return TRUE
/obj/item/grenade/chem_grenade/wirecutter_act(mob/living/user, obj/item/tool)
if(stage == GRENADE_READY && !active)
tool.play_tool_sound(src)
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You unlock the [initial(name)] assembly."))
return TRUE
/obj/item/grenade/chem_grenade/wrench_act(mob/living/user, obj/item/tool)
if(stage != GRENADE_WIRED)
return FALSE
if(beakers.len)
for(var/obj/beaker in beakers)
beaker.forceMove(drop_location())
if(!beaker.reagents)
continue
var/reagent_list = pretty_string_from_reagent_list(beaker.reagents.reagent_list)
user.log_message("removed [beaker] ([reagent_list]) from [src]", LOG_GAME)
beakers = list()
to_chat(user, span_notice("You open the [initial(name)] assembly and remove the payload."))
return
tool.play_tool_sound(src)
wires.detach_assembly(wires.get_wire(1))
new /obj/item/stack/cable_coil(get_turf(src), 1)
stage_change(GRENADE_EMPTY)
to_chat(user, span_notice("You remove the activation mechanism from the [initial(name)] assembly."))
/obj/item/grenade/chem_grenade/attackby(obj/item/item, mob/user, params)
if(isassembly(item) && stage == GRENADE_WIRED)
wires.interact(user)
else if(stage == GRENADE_WIRED && is_type_in_list(item, allowed_containers))
. = TRUE //no afterattack
if(is_type_in_list(item, banned_containers))
to_chat(user, span_warning("[src] is too small to fit [item]!")) // this one hits home huh anon?
return
if(beakers.len == 2)
to_chat(user, span_warning("[src] can not hold more containers!"))
return
else
if(item.reagents.total_volume)
if(!user.transferItemToLoc(item, src))
return
to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
beakers += item
var/reagent_list = pretty_string_from_reagent_list(item.reagents.reagent_list)
user.log_message("inserted [item] ([reagent_list]) into [src]", LOG_GAME)
else
to_chat(user, span_warning("[item] is empty!"))
else if(stage == GRENADE_EMPTY && istype(item, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = item
if (coil.use(1))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You rig the [initial(name)] assembly."))
else
to_chat(user, span_warning("You need one length of coil to wire the assembly!"))
return
else
return ..()
/obj/item/grenade/chem_grenade/proc/stage_change(N)
if(N)
stage = N
update_appearance()
/obj/item/grenade/chem_grenade/on_found(mob/finder)
var/obj/item/assembly/assembly = wires.get_attached(wires.get_wire(1))
assembly?.on_found(finder)
/obj/item/grenade/chem_grenade/log_grenade(mob/user)
var/reagent_string = ""
var/beaker_number = 1
for(var/obj/exploded_beaker in beakers)
if(!exploded_beaker.reagents)
continue
reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
if(landminemode)
log_bomber(user, "activated a proxy", src, "containing:[reagent_string]", message_admins = !dud_flags)
else
log_bomber(user, "primed a", src, "containing:[reagent_string]", message_admins = !dud_flags)
/obj/item/grenade/chem_grenade/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
log_grenade(user) //Inbuilt admin procs already handle null users
if(user)
add_fingerprint(user)
if(msg)
if(landminemode)
to_chat(user, span_warning("You prime [src], activating its proximity sensor."))
else
to_chat(user, span_warning("You prime [src]! [DisplayTimeText(det_time)]!"))
active = TRUE
update_icon_state()
playsound(src, 'sound/items/weapons/armbomb.ogg', volume, TRUE)
if(landminemode)
landminemode.activate()
return
addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/chem_grenade/detonate(mob/living/lanced_by)
if(stage != GRENADE_READY)
return
. = ..()
if(!.)
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/reagent_containers/cup/glass_beaker in beakers)
reactants += glass_beaker.reagents
var/turf/detonation_turf = get_turf(src)
if (chem_splash(detonation_turf, reagents, affected_area, reactants, ignition_temp, threatscale))
// logs from custom assemblies priming are handled by the wire component
log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
active = FALSE
update_appearance()
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/grenade/chem_grenade/large
name = "large grenade"
desc = "A custom made large grenade. Larger splash range and increased ignition temperature compared to basic grenades. Fits exotic and bluespace based containers."
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."
icon_state = "large_grenade"
base_icon_state = "large_grenade"
allowed_containers = list(/obj/item/reagent_containers/cup, /obj/item/reagent_containers/condiment, /obj/item/reagent_containers/cup/glass)
banned_containers = list()
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/grenade/chem_grenade/large/detonate(mob/living/lanced_by)
if(stage != GRENADE_READY || dud_flags)
active = FALSE
update_appearance()
return FALSE
var/extract_total_volume = 0
var/extract_maximum_volume = 0
var/list/extracts = list()
var/beaker_total_volume = 0
var/list/other_containers = list()
for(var/obj/item/thing as anything in beakers)
if(!thing.reagents)
continue
if(istype(thing, /obj/item/slime_extract))
var/obj/item/slime_extract/extract = thing
if(!extract.extract_uses)
continue
extract_total_volume += extract.reagents.total_volume
extract_maximum_volume += extract.reagents.maximum_volume
extracts += extract
else
beaker_total_volume += thing.reagents.total_volume
other_containers += thing
var/available_extract_volume = extract_maximum_volume - extract_total_volume
if(beaker_total_volume <= 0 || available_extract_volume <= 0)
return ..()
var/container_ratio = available_extract_volume / beaker_total_volume
var/datum/reagents/tmp_holder = new/datum/reagents(beaker_total_volume)
for(var/obj/item/container as anything in other_containers)
container.reagents.trans_to(tmp_holder, container.reagents.total_volume * container_ratio, no_react = TRUE)
for(var/obj/item/slime_extract/extract as anything in extracts)
var/available_volume = extract.reagents.maximum_volume - extract.reagents.total_volume
tmp_holder.trans_to(extract, beaker_total_volume * (available_volume / available_extract_volume), no_react = TRUE)
extract.reagents.handle_reactions() // Reaction handling in the transfer proc is reciprocal and we don't want to blow up the tmp holder early.
if(QDELETED(extract))
beakers -= extract
extracts -= extract
return ..()
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/grenade/chem_grenade/large/attackby(obj/item/item, mob/user, params)
if(!istype(item, /obj/item/slime_extract) || stage != GRENADE_WIRED)
return ..()
if(!user.transferItemToLoc(item, src))
return
to_chat(user, span_notice("You add [item] to the [initial(name)] assembly."))
beakers += item
/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. Rapidly cools contents upon ignition."
casedesc = "Upon ignition, it rapidly cools contents by 100 K. Smaller splash range than regular casings."
icon_state = "cryog"
base_icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. Heats up contents upon ignition."
casedesc = "Upon ignition, it rapidly heats contents by 500 K."
icon_state = "pyrog"
base_icon_state = "pyrog"
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
casedesc = "This casing is able to detonate more than once. Can be configured using a multitool."
icon_state = "timeg"
base_icon_state = "timeg"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/living/user, obj/item/tool)
if (active)
return
var/newspread = tgui_input_number(user, "Please enter a new spread amount", "Grenade Spread", 5, 100, 5)
if(!newspread || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
unit_spread = newspread
to_chat(user, span_notice("You set the time release to [unit_spread] units per detonation."))
..()
/obj/item/grenade/chem_grenade/adv_release/detonate(mob/living/lanced_by)
if(stage != GRENADE_READY || dud_flags)
active = FALSE
update_appearance()
return
var/total_volume = 0
for(var/obj/item/reagent_containers/reagent_container in beakers)
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