/obj/item/weapon/gun/grenadelauncher name = "grenade launcher" icon = 'icons/obj/gun.dmi' icon_state = "riotgun" item_state = "riotgun" w_class = 4.0 throw_speed = 2 throw_range = 10 force = 5.0 var/list/grenades = new/list() var/max_grenades = 3 matter = list("metal" = 2000) examine(mob/user) if(..(user, 2)) user << "\blue [grenades] / [max_grenades] Grenades." attackby(obj/item/I as obj, mob/user as mob) if((istype(I, /obj/item/weapon/grenade))) if(grenades.len < max_grenades) user.drop_item() I.loc = src grenades += I user << "\blue You put the grenade in the grenade launcher." user << "\blue [grenades.len] / [max_grenades] Grenades." else usr << "\red The grenade launcher cannot hold more grenades." afterattack(obj/target, mob/user , flag) if (istype(target, /obj/item/weapon/storage/backpack )) return else if (locate (/obj/structure/table, src.loc)) return else if(target == user) return if(grenades.len) spawn(0) fire_grenade(target,user) else usr << "\red The grenade launcher is empty." proc fire_grenade(atom/target, mob/user) for(var/mob/O in viewers(world.view, user)) O.show_message(text("\red [] fired a grenade!", user), 1) user << "\red You fire the grenade launcher!" var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta! grenades -= F F.loc = user.loc F.throw_at(target, 30, 2, user) message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).") log_game("[key_name_admin(user)] used a grenade ([src.name]).") F.active = 1 F.icon_state = initial(icon_state) + "_active" playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(15) F.prime()