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Citadel-Station-13-RP/code/game/objects/items/weapons/grenades/flashbang.dm
2020-09-19 11:45:02 -05:00

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/obj/item/grenade/flashbang
name = "flashbang"
icon_state = "flashbang"
item_state = "flashbang"
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
var/max_range = 10 //The maximum range possible, including species effect mods. Cuts off at 7 for normal humans. Should be 3 higher than your intended target range for affecting normal humans.
var/banglet = 0
/obj/item/grenade/flashbang/detonate()
..()
for(var/obj/structure/closet/L in hear(max_range, get_turf(src)))
if(locate(/mob/living/carbon/, L))
for(var/mob/living/carbon/M in L)
bang(get_turf(src), M)
for(var/mob/living/carbon/M in hear(max_range, get_turf(src)))
bang(get_turf(src), M)
for(var/obj/structure/blob/B in hear(max_range - 2,get_turf(src))) //Blob damage here
var/damage = round(30/(get_dist(B,get_turf(src))+1))
if(B.overmind)
damage *= B.overmind.blob_type.burn_multiplier
B.adjust_integrity(-damage)
new/obj/effect/effect/sparks(src.loc)
new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
qdel(src)
/obj/item/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
to_chat(M, "<span class='danger'>BANG</span>") // Called during the loop that bangs people in lockers/containers and when banging
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
// -- Polymorph
//Checking for protections
var/eye_safety = 0
var/ear_safety = 0
if(iscarbon(M))
eye_safety = M.eyecheck()
ear_safety = M.get_ear_protection()
//Flashing everyone
var/mob/living/carbon/human/H = M
var/flash_effectiveness = 1
var/bang_effectiveness = 1
if(ishuman(M))
flash_effectiveness = H.species.flash_mod
bang_effectiveness = H.species.sound_mod
if(eye_safety < 1 && get_dist(M, T) <= round(max_range * 0.7 * flash_effectiveness))
M.flash_eyes()
M.Confuse(2 * flash_effectiveness)
M.Weaken(5 * flash_effectiveness)
//Now applying sound
if((get_dist(M, T) <= round(max_range * 0.3 * bang_effectiveness) || src.loc == M.loc || src.loc == M))
if(ear_safety > 0)
M.Confuse(2)
M.Weaken(1)
else
M.Confuse(10)
M.Weaken(3)
if ((prob(14) || (M == src.loc && prob(70))))
M.ear_damage += rand(1, 10)
else
M.ear_damage += rand(0, 5)
M.ear_deaf = max(M.ear_deaf,15)
else if(get_dist(M, T) <= round(max_range * 0.5 * bang_effectiveness))
if(!ear_safety)
M.Confuse(8)
M.ear_damage += rand(0, 3)
M.ear_deaf = max(M.ear_deaf,10)
else if(!ear_safety && get_dist(M, T) <= (max_range * 0.7 * bang_effectiveness))
M.Confuse(4)
M.ear_damage += rand(0, 1)
M.ear_deaf = max(M.ear_deaf,5)
//This really should be in mob not every check
if(ishuman(M))
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
if (E && E.damage >= E.min_bruised_damage)
to_chat(M, "<span class='danger'>Your eyes start to burn badly!</span>")
if(!banglet && !(istype(src , /obj/item/grenade/flashbang/clusterbang)))
if (E.damage >= E.min_broken_damage)
to_chat(M, "<span class='danger'>You can't see anything!</span>")
if (M.ear_damage >= 15)
to_chat(M, "<span class='danger'>Your ears start to ring badly!</span>")
if(!banglet && !(istype(src , /obj/item/grenade/flashbang/clusterbang)))
if (prob(M.ear_damage - 10 + 5))
to_chat(M, "<span class='danger'>You can't hear anything!</span>")
M.sdisabilities |= DEAF
else if(M.ear_damage >= 5)
to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
/obj/item/grenade/flashbang/Destroy()
walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
return ..()
/obj/item/grenade/flashbang/stingbang
name = "stingbang"
desc = "A hand held grenade, with an adjustable timer, perfect for stopping riots and playing morally unthinkable pranks."
icon_state = "timeg"
var/fragment_types = list(/obj/item/projectile/bullet/pellet/fragment/rubber, /obj/item/projectile/bullet/pellet/fragment/rubber/strong)
var/num_fragments = 45 //total number of fragments produced by the grenade
var/spread_range = 6 // for above and below, see code\game\objects\items\weapons\grenades\explosive.dm
/obj/item/grenade/flashbang/stingbang/detonate()
var/turf/O = get_turf(src)
if(!O)
return
src.fragmentate(O, num_fragments, spread_range, fragment_types)
..()
/obj/item/grenade/flashbang/stingbang/shredbang
name = "shredbang"
desc = "A hand held grenade, with an adjustable timer, perfect for handling unruly citizens and getting detained by government officials."
fragment_types = list(/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment/strong, /obj/item/projectile/bullet/pellet/fragment)
/obj/item/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
desc = "Use of this weapon may constiute a war crime in your area, consult your local Facility Director."
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/can_repeat = TRUE // Does this thing drop mini-clusterbangs?
var/min_banglets = 4
var/max_banglets = 8
/obj/item/grenade/flashbang/clusterbang/detonate()
var/numspawned = rand(min_banglets, max_banglets)
var/again = 0
if(can_repeat)
for(var/more = numspawned, more > 0, more--)
if(prob(35))
again++
numspawned--
for(var/do_spawn = numspawned, do_spawn > 0, do_spawn--)
new /obj/item/grenade/flashbang/cluster(src.loc)//Launches flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(var/do_again = again, do_again > 0, do_again--)
new /obj/item/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
qdel(src)
return
/obj/item/grenade/flashbang/clusterbang/segment
desc = "A smaller segment of a clusterbang. Better run."
name = "clusterbang segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
can_repeat = FALSE
banglet = TRUE
/obj/item/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
..()
icon_state = "clusterbang_segment_active"
var/stepdist = rand(1,4)//How far to step
var/temploc = src.loc//Saves the current location to know where to step away from
walk_away(src,temploc,stepdist)//I must go, my people need me
var/dettime = rand(15,60)
spawn(dettime)
detonate()
/obj/item/grenade/flashbang/cluster
banglet = TRUE
/obj/item/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
..()
icon_state = "flashbang_active"
var/stepdist = rand(1,3)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
detonate()