mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
This commit is contained in:
@@ -1,277 +1,277 @@
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/obj/item/grenade/plastic
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name = "plastic explosive"
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desc = "Used to put holes in specific areas without too much extra hole."
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icon_state = "plastic-explosive0"
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item_state = "plastic-explosive"
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flags = NOBLUDGEON
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det_time = 10
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display_timer = 0
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origin_tech = "syndicate=1"
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toolspeed = 1
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var/atom/target = null
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var/image_overlay = null
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var/obj/item/assembly_holder/nadeassembly = null
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var/assemblyattacher
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/obj/item/grenade/plastic/New()
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image_overlay = image('icons/obj/grenade.dmi', "[item_state]2")
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..()
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/obj/item/grenade/plastic/Destroy()
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QDEL_NULL(nadeassembly)
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target = null
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return ..()
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/obj/item/grenade/plastic/attackby(obj/item/I, mob/user, params)
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if(!nadeassembly && istype(I, /obj/item/assembly_holder))
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var/obj/item/assembly_holder/A = I
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if(!user.unEquip(I))
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return ..()
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nadeassembly = A
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A.master = src
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A.loc = src
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assemblyattacher = user.ckey
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to_chat(user, "<span class='notice'>You add [A] to the [name].</span>")
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playsound(src, 'sound/weapons/tap.ogg', 20, 1)
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update_icon()
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return
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if(nadeassembly && istype(I, /obj/item/wirecutters))
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playsound(src, I.usesound, 20, 1)
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nadeassembly.loc = get_turf(src)
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nadeassembly.master = null
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nadeassembly = null
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update_icon()
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return
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..()
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//assembly stuff
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/obj/item/grenade/plastic/receive_signal()
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prime()
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/obj/item/grenade/plastic/Crossed(atom/movable/AM, oldloc)
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if(nadeassembly)
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nadeassembly.Crossed(AM, oldloc)
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/obj/item/grenade/plastic/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/grenade/plastic/attack_self(mob/user)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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return
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var/newtime = input(usr, "Please set the timer.", "Timer", det_time) as num
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if(user.is_in_active_hand(src))
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newtime = Clamp(newtime, 10, 60000)
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det_time = newtime
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to_chat(user, "Timer set for [det_time] seconds.")
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/obj/item/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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return
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if (istype(AM, /mob/living/carbon))
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return
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to_chat(user, "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>")
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if(do_after(user, 50 * toolspeed, target = AM))
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if(!user.unEquip(src))
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return
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src.target = AM
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loc = null
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message_admins("[key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) planted [src.name] on [target.name] at ([target.x],[target.y],[target.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target.x];Y=[target.y];Z=[target.z]'>JMP</a>) with [det_time] second fuse",0,1)
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log_game("[key_name(user)] planted [name] on [target.name] at ([target.x],[target.y],[target.z]) with [det_time] second fuse")
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target.overlays += image_overlay
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if(!nadeassembly)
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to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>")
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addtimer(CALLBACK(src, .proc/prime), det_time*10)
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/obj/item/grenade/plastic/suicide_act(mob/user)
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message_admins("[key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) suicided with [src.name] at ([user.x],[user.y],[user.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",0,1)
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log_game("[key_name(user)] suicided with [name] at ([user.x],[user.y],[user.z])")
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user.visible_message("<span class='suicide'>[user] activates the [name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
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var/message_say = "FOR NO RAISIN!"
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if(user.mind)
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if(user.mind.special_role)
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var/role = lowertext(user.mind.special_role)
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if(role == ROLE_TRAITOR || role == "syndicate" || role == "syndicate commando")
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message_say = "FOR THE SYNDICATE!"
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else if(role == ROLE_CHANGELING)
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message_say = "FOR THE HIVE!"
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else if(role == ROLE_CULTIST)
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message_say = "FOR NARSIE!"
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else if(role == ROLE_NINJA)
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message_say = "FOR THE CLAN!"
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else if(role == ROLE_WIZARD)
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message_say = "FOR THE FEDERATION!"
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else if(role == ROLE_REV || role == "head revolutionary")
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message_say = "FOR THE REVOLOUTION!"
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else if(role == "death commando" || role == ROLE_ERT)
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message_say = "FOR NANOTRASEN!"
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else if(role == ROLE_DEVIL)
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message_say = "FOR INFERNO!"
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user.say(message_say)
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target = user
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sleep(10)
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prime()
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user.gib()
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return OBLITERATION
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/obj/item/grenade/plastic/update_icon()
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if(nadeassembly)
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icon_state = "[item_state]1"
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else
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icon_state = "[item_state]0"
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//////////////////////////
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///// The Explosives /////
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//////////////////////////
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/obj/item/grenade/plastic/c4
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name = "C4"
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desc = "Used to put holes in specific areas without too much extra hole. A saboteurs favourite."
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/obj/item/grenade/plastic/c4/prime()
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var/turf/location
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if(target)
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if(!QDELETED(target))
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if(istype(target, /turf/))
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location = get_turf(target) // Set the explosion location to turf if planted directly on a wall or floor
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else
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location = get_atom_on_turf(target) // Otherwise, make sure we're blowing up what's on top of the turf
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target.overlays -= image_overlay
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else
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location = get_atom_on_turf(src)
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if(location)
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explosion(location,0,0,3)
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location.ex_act(2, target)
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if(istype(target, /mob))
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var/mob/M = target
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M.gib()
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qdel(src)
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// X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
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// C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
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// Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases.
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/obj/item/grenade/plastic/x4
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name = "X4"
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desc = "A specialized shaped high explosive breaching charge. Designed to be safer for the user, and less so, for the wall."
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var/aim_dir = NORTH
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icon_state = "plasticx40"
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item_state = "plasticx4"
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/obj/item/grenade/plastic/x4/prime()
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var/turf/location
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if(target)
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if(!QDELETED(target))
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if(istype(target, /turf/))
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location = get_turf(target)
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else
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location = get_atom_on_turf(target)
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target.overlays -= image_overlay
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else
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location = get_atom_on_turf(src)
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if(location)
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if(target && target.density)
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var/turf/T = get_step(location, aim_dir)
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explosion(get_step(T, aim_dir),0,0,3)
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explosion(T,0,2,0)
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location.ex_act(2, target)
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else
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explosion(location, 0, 2, 3)
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location.ex_act(2, target)
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if(istype(target, /mob))
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var/mob/M = target
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M.gib()
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qdel(src)
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/obj/item/grenade/plastic/x4/afterattack(atom/movable/AM, mob/user, flag)
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aim_dir = get_dir(user,AM)
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..()
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// Shaped charge
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// Same blasting power as C4, but with the same idea as the X4 -- Everyone on one side of the wall is safe.
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/obj/item/grenade/plastic/c4_shaped
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name = "C4 (shaped)"
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desc = "A brick of C4 shaped to allow more precise breaching."
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var/aim_dir = NORTH
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/obj/item/grenade/plastic/c4_shaped/prime()
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var/turf/location
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if(target)
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if(!QDELETED(target))
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location = get_turf(target)
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target.overlays -= image_overlay
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else
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location = get_turf(src)
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if(location)
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if(target && target.density)
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var/turf/T = get_step(location, aim_dir)
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explosion(get_step(T, aim_dir),0,0,3)
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location.ex_act(2, target)
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else
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explosion(location, 0, 0, 3)
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location.ex_act(2, target)
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if(istype(target, /mob))
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var/mob/M = target
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M.gib()
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qdel(src)
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/obj/item/grenade/plastic/c4_shaped/afterattack(atom/movable/AM, mob/user, flag)
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aim_dir = get_dir(user,AM)
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..()
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/obj/item/grenade/plastic/c4_shaped/flash
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name = "C4 (flash)"
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desc = "A C4 charge with an altered chemical composition, designed to blind and deafen the occupants of a room before breaching."
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/obj/item/grenade/plastic/c4_shaped/flash/prime()
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if(target && target.density)
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T = get_step(get_turf(target), aim_dir)
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else if(target)
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T = get_turf(target)
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else
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T = get_turf(src)
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var/obj/item/grenade/flashbang/CB = new/obj/item/grenade/flashbang(T)
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CB.prime()
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..()
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/obj/item/grenade/plastic/x4/thermite
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name = "T4"
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desc = "A wall breaching charge, containing fuel, metal oxide and metal powder mixed in just the right way. One hell of a combination. Effective against walls, ineffective against airlocks..."
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det_time = 2
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icon_state = "t4breach0"
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item_state = "t4breach"
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/obj/item/grenade/plastic/x4/thermite/prime()
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var/turf/location
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if(target)
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if(!QDELETED(target))
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location = get_turf(target)
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target.overlays -= image_overlay
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else
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location = get_turf(src)
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if(location)
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(8,0, location, aim_dir)
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if(target && target.density)
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var/turf/T = get_step(location, aim_dir)
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for(var/turf/simulated/wall/W in range(1, location))
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W.thermitemelt(speed = 30)
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addtimer(CALLBACK(null, .proc/explosion, T, 0, 0, 2), 3)
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addtimer(CALLBACK(smoke, /datum/effect_system/smoke_spread/.proc/start), 3)
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else
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addtimer(CALLBACK(null, .proc/explosion, T, 0, 0, 2), 3)
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addtimer(CALLBACK(smoke, /datum/effect_system/smoke_spread/.proc/start), 3)
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if(isliving(target))
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var/mob/living/M = target
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M.adjust_fire_stacks(2)
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M.IgniteMob()
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qdel(src)
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/obj/item/grenade/plastic
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name = "plastic explosive"
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desc = "Used to put holes in specific areas without too much extra hole."
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icon_state = "plastic-explosive0"
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item_state = "plastic-explosive"
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flags = NOBLUDGEON
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det_time = 10
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display_timer = 0
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origin_tech = "syndicate=1"
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toolspeed = 1
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var/atom/target = null
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var/image_overlay = null
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var/obj/item/assembly_holder/nadeassembly = null
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var/assemblyattacher
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/obj/item/grenade/plastic/New()
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image_overlay = image('icons/obj/grenade.dmi', "[item_state]2")
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..()
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/obj/item/grenade/plastic/Destroy()
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QDEL_NULL(nadeassembly)
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target = null
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return ..()
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/obj/item/grenade/plastic/attackby(obj/item/I, mob/user, params)
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if(!nadeassembly && istype(I, /obj/item/assembly_holder))
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var/obj/item/assembly_holder/A = I
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if(!user.unEquip(I))
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return ..()
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nadeassembly = A
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A.master = src
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A.loc = src
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assemblyattacher = user.ckey
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to_chat(user, "<span class='notice'>You add [A] to the [name].</span>")
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playsound(src, 'sound/weapons/tap.ogg', 20, 1)
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update_icon()
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return
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if(nadeassembly && istype(I, /obj/item/wirecutters))
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playsound(src, I.usesound, 20, 1)
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nadeassembly.loc = get_turf(src)
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nadeassembly.master = null
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nadeassembly = null
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update_icon()
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return
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..()
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//assembly stuff
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/obj/item/grenade/plastic/receive_signal()
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prime()
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/obj/item/grenade/plastic/Crossed(atom/movable/AM, oldloc)
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if(nadeassembly)
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nadeassembly.Crossed(AM, oldloc)
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/obj/item/grenade/plastic/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/grenade/plastic/attack_self(mob/user)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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return
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var/newtime = input(usr, "Please set the timer.", "Timer", det_time) as num
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if(user.is_in_active_hand(src))
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newtime = Clamp(newtime, 10, 60000)
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det_time = newtime
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to_chat(user, "Timer set for [det_time] seconds.")
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/obj/item/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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return
|
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if (istype(AM, /mob/living/carbon))
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return
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to_chat(user, "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>")
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if(do_after(user, 50 * toolspeed, target = AM))
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||||
if(!user.unEquip(src))
|
||||
return
|
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src.target = AM
|
||||
loc = null
|
||||
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message_admins("[key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) planted [src.name] on [target.name] at ([target.x],[target.y],[target.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target.x];Y=[target.y];Z=[target.z]'>JMP</a>) with [det_time] second fuse",0,1)
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log_game("[key_name(user)] planted [name] on [target.name] at ([target.x],[target.y],[target.z]) with [det_time] second fuse")
|
||||
|
||||
target.overlays += image_overlay
|
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if(!nadeassembly)
|
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to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>")
|
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addtimer(CALLBACK(src, .proc/prime), det_time*10)
|
||||
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/obj/item/grenade/plastic/suicide_act(mob/user)
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message_admins("[key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) suicided with [src.name] at ([user.x],[user.y],[user.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",0,1)
|
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log_game("[key_name(user)] suicided with [name] at ([user.x],[user.y],[user.z])")
|
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user.visible_message("<span class='suicide'>[user] activates the [name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
|
||||
var/message_say = "FOR NO RAISIN!"
|
||||
if(user.mind)
|
||||
if(user.mind.special_role)
|
||||
var/role = lowertext(user.mind.special_role)
|
||||
if(role == ROLE_TRAITOR || role == "syndicate" || role == "syndicate commando")
|
||||
message_say = "FOR THE SYNDICATE!"
|
||||
else if(role == ROLE_CHANGELING)
|
||||
message_say = "FOR THE HIVE!"
|
||||
else if(role == ROLE_CULTIST)
|
||||
message_say = "FOR NARSIE!"
|
||||
else if(role == ROLE_NINJA)
|
||||
message_say = "FOR THE CLAN!"
|
||||
else if(role == ROLE_WIZARD)
|
||||
message_say = "FOR THE FEDERATION!"
|
||||
else if(role == ROLE_REV || role == "head revolutionary")
|
||||
message_say = "FOR THE REVOLOUTION!"
|
||||
else if(role == "death commando" || role == ROLE_ERT)
|
||||
message_say = "FOR NANOTRASEN!"
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||||
else if(role == ROLE_DEVIL)
|
||||
message_say = "FOR INFERNO!"
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||||
user.say(message_say)
|
||||
target = user
|
||||
sleep(10)
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||||
prime()
|
||||
user.gib()
|
||||
return OBLITERATION
|
||||
|
||||
/obj/item/grenade/plastic/update_icon()
|
||||
if(nadeassembly)
|
||||
icon_state = "[item_state]1"
|
||||
else
|
||||
icon_state = "[item_state]0"
|
||||
|
||||
//////////////////////////
|
||||
///// The Explosives /////
|
||||
//////////////////////////
|
||||
|
||||
/obj/item/grenade/plastic/c4
|
||||
name = "C4"
|
||||
desc = "Used to put holes in specific areas without too much extra hole. A saboteurs favourite."
|
||||
|
||||
/obj/item/grenade/plastic/c4/prime()
|
||||
var/turf/location
|
||||
if(target)
|
||||
if(!QDELETED(target))
|
||||
if(istype(target, /turf/))
|
||||
location = get_turf(target) // Set the explosion location to turf if planted directly on a wall or floor
|
||||
else
|
||||
location = get_atom_on_turf(target) // Otherwise, make sure we're blowing up what's on top of the turf
|
||||
target.overlays -= image_overlay
|
||||
else
|
||||
location = get_atom_on_turf(src)
|
||||
if(location)
|
||||
explosion(location,0,0,3)
|
||||
location.ex_act(2, target)
|
||||
if(istype(target, /mob))
|
||||
var/mob/M = target
|
||||
M.gib()
|
||||
qdel(src)
|
||||
|
||||
// X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
|
||||
// C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
|
||||
// Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases.
|
||||
|
||||
/obj/item/grenade/plastic/x4
|
||||
name = "X4"
|
||||
desc = "A specialized shaped high explosive breaching charge. Designed to be safer for the user, and less so, for the wall."
|
||||
var/aim_dir = NORTH
|
||||
icon_state = "plasticx40"
|
||||
item_state = "plasticx4"
|
||||
|
||||
/obj/item/grenade/plastic/x4/prime()
|
||||
var/turf/location
|
||||
if(target)
|
||||
if(!QDELETED(target))
|
||||
if(istype(target, /turf/))
|
||||
location = get_turf(target)
|
||||
else
|
||||
location = get_atom_on_turf(target)
|
||||
target.overlays -= image_overlay
|
||||
else
|
||||
location = get_atom_on_turf(src)
|
||||
if(location)
|
||||
if(target && target.density)
|
||||
var/turf/T = get_step(location, aim_dir)
|
||||
explosion(get_step(T, aim_dir),0,0,3)
|
||||
explosion(T,0,2,0)
|
||||
location.ex_act(2, target)
|
||||
else
|
||||
explosion(location, 0, 2, 3)
|
||||
location.ex_act(2, target)
|
||||
if(istype(target, /mob))
|
||||
var/mob/M = target
|
||||
M.gib()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/grenade/plastic/x4/afterattack(atom/movable/AM, mob/user, flag)
|
||||
aim_dir = get_dir(user,AM)
|
||||
..()
|
||||
|
||||
// Shaped charge
|
||||
// Same blasting power as C4, but with the same idea as the X4 -- Everyone on one side of the wall is safe.
|
||||
|
||||
/obj/item/grenade/plastic/c4_shaped
|
||||
name = "C4 (shaped)"
|
||||
desc = "A brick of C4 shaped to allow more precise breaching."
|
||||
var/aim_dir = NORTH
|
||||
|
||||
/obj/item/grenade/plastic/c4_shaped/prime()
|
||||
var/turf/location
|
||||
if(target)
|
||||
if(!QDELETED(target))
|
||||
location = get_turf(target)
|
||||
target.overlays -= image_overlay
|
||||
else
|
||||
location = get_turf(src)
|
||||
if(location)
|
||||
if(target && target.density)
|
||||
var/turf/T = get_step(location, aim_dir)
|
||||
explosion(get_step(T, aim_dir),0,0,3)
|
||||
location.ex_act(2, target)
|
||||
else
|
||||
explosion(location, 0, 0, 3)
|
||||
location.ex_act(2, target)
|
||||
if(istype(target, /mob))
|
||||
var/mob/M = target
|
||||
M.gib()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/grenade/plastic/c4_shaped/afterattack(atom/movable/AM, mob/user, flag)
|
||||
aim_dir = get_dir(user,AM)
|
||||
..()
|
||||
|
||||
/obj/item/grenade/plastic/c4_shaped/flash
|
||||
name = "C4 (flash)"
|
||||
desc = "A C4 charge with an altered chemical composition, designed to blind and deafen the occupants of a room before breaching."
|
||||
|
||||
/obj/item/grenade/plastic/c4_shaped/flash/prime()
|
||||
if(target && target.density)
|
||||
T = get_step(get_turf(target), aim_dir)
|
||||
else if(target)
|
||||
T = get_turf(target)
|
||||
else
|
||||
T = get_turf(src)
|
||||
|
||||
var/obj/item/grenade/flashbang/CB = new/obj/item/grenade/flashbang(T)
|
||||
CB.prime()
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/grenade/plastic/x4/thermite
|
||||
name = "T4"
|
||||
desc = "A wall breaching charge, containing fuel, metal oxide and metal powder mixed in just the right way. One hell of a combination. Effective against walls, ineffective against airlocks..."
|
||||
det_time = 2
|
||||
icon_state = "t4breach0"
|
||||
item_state = "t4breach"
|
||||
|
||||
/obj/item/grenade/plastic/x4/thermite/prime()
|
||||
var/turf/location
|
||||
if(target)
|
||||
if(!QDELETED(target))
|
||||
location = get_turf(target)
|
||||
target.overlays -= image_overlay
|
||||
else
|
||||
location = get_turf(src)
|
||||
if(location)
|
||||
var/datum/effect_system/smoke_spread/smoke = new
|
||||
smoke.set_up(8,0, location, aim_dir)
|
||||
if(target && target.density)
|
||||
var/turf/T = get_step(location, aim_dir)
|
||||
for(var/turf/simulated/wall/W in range(1, location))
|
||||
W.thermitemelt(speed = 30)
|
||||
addtimer(CALLBACK(null, .proc/explosion, T, 0, 0, 2), 3)
|
||||
addtimer(CALLBACK(smoke, /datum/effect_system/smoke_spread/.proc/start), 3)
|
||||
else
|
||||
addtimer(CALLBACK(null, .proc/explosion, T, 0, 0, 2), 3)
|
||||
addtimer(CALLBACK(smoke, /datum/effect_system/smoke_spread/.proc/start), 3)
|
||||
|
||||
|
||||
if(isliving(target))
|
||||
var/mob/living/M = target
|
||||
M.adjust_fire_stacks(2)
|
||||
M.IgniteMob()
|
||||
qdel(src)
|
||||
|
||||
Reference in New Issue
Block a user