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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-21 12:08:55 +01:00
* Renames a few variables. Also reorders fallback order again. Renames item_state to inhand_icon_state Renames mob_overlay_icon to worn_icon Renames mob_overlay_state to worn_icon_state worn_icon_state/mob_overlay_state now never gets used for inhands. * Fixes some comments * Fixes map issue * Restart lints * Properly resolves conflicts
78 lines
2.6 KiB
Plaintext
78 lines
2.6 KiB
Plaintext
//improvised explosives//
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/obj/item/grenade/iedcasing
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name = "improvised firebomb"
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desc = "A weak, improvised incendiary device."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "improvised_grenade"
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inhand_icon_state = "flashbang"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throw_speed = 3
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throw_range = 7
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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active = 0
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det_time = 50
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display_timer = 0
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var/check_parts = FALSE
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var/range = 3
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var/list/times
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/obj/item/grenade/iedcasing/Initialize()
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. = ..()
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add_overlay("improvised_grenade_filled")
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add_overlay("improvised_grenade_wired")
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times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
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det_time = text2num(pickweight(times))
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if(det_time < 0) //checking for 'duds'
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range = 1
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det_time = rand(30,80)
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else
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range = pick(2,2,2,3,3,3,4)
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if(check_parts) //since construction code calls this itself, no need to always call it. This does have the downside that adminspawned ones can potentially not have cans if they don't use the /spawned subtype.
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CheckParts()
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/obj/item/grenade/iedcasing/spawned
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check_parts = TRUE
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/obj/item/grenade/iedcasing/spawned/Initialize()
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new /obj/item/reagent_containers/food/drinks/soda_cans/random(src)
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return ..()
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/obj/item/grenade/iedcasing/CheckParts(list/parts_list)
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..()
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var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
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if(!can)
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stack_trace("[src] generated without a soda can!") //this shouldn't happen.
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qdel(src)
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return
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can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
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can.pixel_y = 0
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var/mutable_appearance/can_underlay = new(can)
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can_underlay.layer = FLOAT_LAYER
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can_underlay.plane = FLOAT_PLANE
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underlays += can_underlay
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/obj/item/grenade/iedcasing/attack_self(mob/user) //
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if(!active)
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if(!botch_check(user))
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to_chat(user, "<span class='warning'>You light the [name]!</span>")
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cut_overlay("improvised_grenade_filled")
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preprime(user, null, FALSE)
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/obj/item/grenade/iedcasing/prime(mob/living/lanced_by) //Blowing that can up
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. = ..()
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update_mob()
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explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
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qdel(src)
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/obj/item/grenade/iedcasing/change_det_time()
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return //always be random.
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/obj/item/grenade/iedcasing/examine(mob/user)
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. = ..()
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. += "You can't tell when it will explode!"
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