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Rewrites grenade launchers
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82
code/modules/projectiles/guns/launcher/grenade_launcher.dm
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82
code/modules/projectiles/guns/launcher/grenade_launcher.dm
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/obj/item/weapon/gun/launcher/grenade
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name = "grenade launcher"
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desc = "A bulky pump-action grenade launcher. Holds up to 5 grenades in a revolving magazine."
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icon = 'icons/obj/gun.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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force = 10
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic thunk"
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recoil = 0
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throw_distance = 7
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release_force = 5
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var/obj/item/weapon/grenade/chambered
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var/list/grenades = new/list()
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var/max_grenades = 4 //holds this + one in the chamber
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matter = list("metal" = 2000)
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//revolves the magazine, allowing players to choose between multiple grenade types
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/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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var/obj/item/weapon/grenade/next
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if(grenades.len)
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next = grenades[1] //get this first, so that the chambered grenade can still be removed if the grenades list is empty
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if(chambered)
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grenades += chambered //rotate the revolving magazine
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chambered = null
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if(next)
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grenades -= next //Remove grenade from loaded list.
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chambered = next
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M << "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>"
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else
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M << "<span class='warning'>You pump [src], but the magazine is empty.</span>"
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update_icon()
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/obj/item/weapon/gun/launcher/grenade/examine(mob/user)
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if(..(user, 2))
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var/grenade_count = grenades.len + (chambered? 1 : 0)
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user << "Has [grenade_count] grenade\s remaining."
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if(chambered)
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user << "\A [chambered] is chambered."
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/obj/item/weapon/gun/launcher/grenade/attack_self(mob/user)
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pump(user)
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/obj/item/weapon/gun/launcher/grenade/attackby(obj/item/I, mob/user)
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if((istype(I, /obj/item/weapon/grenade)))
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if(grenades.len >= max_grenades)
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user << "<span class='warning'>[src] is full.</span>"
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return
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user.remove_from_mob(I)
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I.loc = src
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grenades.Insert(1, I) //add to the head of the list, so that it is loaded on the next pump
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user.visible_message("[user] inserts \a [I] into [src].", "<span class='notice'>You insert \a [I] into [src].</span>")
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else
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..()
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/obj/item/weapon/gun/launcher/grenade/attack_hand(mob/user)
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if(src in user)
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if(grenades.len)
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var/obj/item/weapon/grenade/G = grenades[grenades.len]
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grenades.len--
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user.put_in_hands(G)
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user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
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else
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user << "<span class='warning'>[src] is empty.</span>"
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else
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..()
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/obj/item/weapon/gun/launcher/grenade/consume_next_projectile()
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if(chambered)
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chambered.det_time = 10
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chambered.activate(null)
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return chambered
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/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
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message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
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chambered = null
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