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spawns have a high overhead. I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
/obj/item/weapon/gun/grenadelauncher
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name = "grenade launcher"
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desc = "a terrible, terrible thing. it's really awful!"
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "riotgun"
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item_state = "riotgun"
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w_class = 4
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throw_speed = 2
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throw_range = 7
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force = 5
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var/list/grenades = new/list()
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var/max_grenades = 3
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materials = list(MAT_METAL=2000)
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/obj/item/weapon/gun/grenadelauncher/examine(mob/user)
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..()
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user << "[grenades.len] / [max_grenades] grenades loaded."
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/obj/item/weapon/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
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if((istype(I, /obj/item/weapon/grenade)))
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if(grenades.len < max_grenades)
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if(!user.unEquip(I))
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return
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I.loc = src
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grenades += I
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user << "<span class='notice'>You put the grenade in the grenade launcher.</span>"
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user << "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>"
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else
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usr << "<span class='danger'>The grenade launcher cannot hold more grenades.</span>"
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/obj/item/weapon/gun/grenadelauncher/afterattack(obj/target, mob/user , flag)
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if (istype(target, /obj/item/weapon/storage/backpack ))
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return
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else if (locate (/obj/structure/table, src.loc))
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return
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else if(target == user)
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return
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if(grenades.len)
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fire_grenade(target,user)
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else
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usr << "<span class='danger'>The grenade launcher is empty.</span>"
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/obj/item/weapon/gun/grenadelauncher/proc/fire_grenade(atom/target, mob/user)
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user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
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"<span class='danger'>You fire the grenade launcher!</span>")
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var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
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grenades -= F
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F.loc = user.loc
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F.throw_at_fast(target, 30, 2,user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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F.active = 1
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F.icon_state = initial(icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(15)
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F.prime()
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