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Conflicts: baystation12.dme code/defines/obj/weapon.dm code/game/mecha/equipment/tools/medical_tools.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/mecha.dm code/game/mecha/mecha_parts.dm code/game/objects/items/devices/flash.dm code/game/objects/items/devices/powersink.dm code/game/objects/items/devices/scanners.dm code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm code/game/objects/items/weapons/circuitboards/machinery/cloning.dm code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm code/game/objects/items/weapons/circuitboards/machinery/pacman.dm code/game/objects/items/weapons/circuitboards/machinery/power.dm code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm code/game/objects/items/weapons/circuitboards/machinery/research.dm code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/handcuffs.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/shields.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/teleportation.dm code/game/objects/items/weapons/tools.dm code/modules/assembly/igniter.dm code/modules/assembly/infrared.dm code/modules/assembly/mousetrap.dm code/modules/assembly/proximity.dm code/modules/assembly/signaler.dm code/modules/assembly/timer.dm code/modules/assembly/voice.dm code/modules/clothing/glasses/glasses.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/mining/drilling/scanner.dm code/modules/mining/mine_items.dm code/modules/mining/ore.dm code/modules/mob/living/silicon/robot/analyzer.dm code/modules/power/rust/circuits_and_design.dm code/modules/projectiles/ammunition/boxes.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/research/circuitprinter.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
45 lines
1.6 KiB
Plaintext
45 lines
1.6 KiB
Plaintext
/obj/item/weapon/grenade/spawnergrenade
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desc = "It is set to detonate in 5 seconds. It will unleash unleash an unspecified anomaly into the vicinity."
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name = "delivery grenade"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4)
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var/banglet = 0
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/human/M in viewers(T, null))
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if(M:eyecheck() <= 0)
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flick("e_flash", M.flash)
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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// Spawn some hostile syndicate critters
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qdel(src)
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return
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "manhack delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/viscerator
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deliveryamt = 5
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origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
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/obj/item/weapon/grenade/spawnergrenade/spesscarp
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name = "carp delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/carp
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deliveryamt = 5
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origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
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