mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
Sayu grenade and assembly update
This commit is contained in:
@@ -0,0 +1,481 @@
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/obj/item/weapon/grenade/chem_grenade/dirt
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payload_name = "dirt"
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desc = "From the makers of BLAM! brand foaming space cleaner, this bomb guarantees steady work for any janitor."
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/list/muck = list("blood","carbon","flour","radium")
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var/filth = pick(muck - "radium") // not usually radioactive
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B1.reagents.add_reagent(filth,25)
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if(prob(25))
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B1.reagents.add_reagent(pick(muck - filth,25)) // but sometimes...
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beakers += B1
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/obj/item/weapon/grenade/chem_grenade/meat
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payload_name = "meat"
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desc = "Not always as messy as the name implies."
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("blood",60)
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if(prob(5))
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B1.reagents.add_reagent("blood",1) // Quality control problems, causes a mess
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B2.reagents.add_reagent("clonexadone",30)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/holywater
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payload_name = "holy water"
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desc = "Then shalt thou count to three, no more, no less."
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stage = 2
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det_time = 30
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B = new(src)
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B.reagents.add_reagent("holywater",100)
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beakers += B
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/obj/item/weapon/grenade/chem_grenade/soap
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payload_name = "soap"
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desc = "Not necessarily as clean as the name implies."
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("cornoil",60)
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B2.reagents.add_reagent("enzyme",5)
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B2.reagents.add_reagent("ammonia",30)
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beakers += B1
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beakers += B2
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/drugs
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payload_name = "miracle"
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desc = "How does it work?"
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("space_drugs", 25)
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B1.reagents.add_reagent("mindbreaker", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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beakers += B1
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beakers += B2
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/ethanol
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payload_name = "ethanol"
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desc = "Ach, that hits the spot."
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("ethanol", 75)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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B2.reagents.add_reagent("ethanol", 25)
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beakers += B1
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beakers += B2
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update_icon()
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// -------------------------------------
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// Grenades using new grenade assemblies
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// -------------------------------------
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/obj/item/weapon/grenade/chem_grenade/lube
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payload_name = "lubricant"
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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B1.reagents.add_reagent("lube",50)
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beakers += B1
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/obj/item/weapon/grenade/chem_grenade/lube/remote
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/signaler)
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/obj/item/weapon/grenade/chem_grenade/lube/prox
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
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/obj/item/weapon/grenade/chem_grenade/lube/tripwire
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/infra)
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// Basic explosion grenade
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/obj/item/weapon/grenade/chem_grenade/explosion
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payload_name = "conventional"
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("glycerol",30) // todo: someone says NG is overpowered, test.
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B1.reagents.add_reagent("sacid",15)
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B2.reagents.add_reagent("sacid",15)
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B2.reagents.add_reagent("pacid",30)
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beakers += B1
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beakers += B2
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// Assembly Variants
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/obj/item/weapon/grenade/chem_grenade/explosion/remote
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/signaler)
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/obj/item/weapon/grenade/chem_grenade/explosion/prox
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
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/obj/item/weapon/grenade/chem_grenade/explosion/mine
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
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// Basic EMP grenade
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/obj/item/weapon/grenade/chem_grenade/emp
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payload_name = "EMP"
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("uranium",50)
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B2.reagents.add_reagent("iron",50)
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beakers += B1
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beakers += B2
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// Assembly Variants
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/obj/item/weapon/grenade/chem_grenade/emp/remote
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/signaler)
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/obj/item/weapon/grenade/chem_grenade/emp/prox
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
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/obj/item/weapon/grenade/chem_grenade/emp/mine
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
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// --------------------------------------
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// Dangerous slime core grenades
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// --------------------------------------
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/*
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/obj/item/weapon/grenade/chem_grenade/large/bluespace
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payload_name = "bluespace slime"
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desc = "A standard grenade casing containing weaponized slime extract."
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stage = 2
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New()
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..()
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var/obj/item/slime_extract/bluespace/B1 = new(src)
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B1.Uses = rand(1,3)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B2.reagents.add_reagent("plasma",5 * B1.Uses)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/large/bluespace/prox
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
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/obj/item/weapon/grenade/chem_grenade/large/bluespace/mine
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
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/obj/item/weapon/grenade/chem_grenade/large/bluespace/remote
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/signaler)
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*/
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/obj/item/weapon/grenade/chem_grenade/large/monster
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payload_name = "gold slime"
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desc = "A standard grenade containing weaponized slime extract."
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stage = 2
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New()
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..()
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var/obj/item/slime_extract/gold/B1 = new(src)
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B1.Uses = rand(1,3)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B2.reagents.add_reagent("plasma",5 * B1.Uses)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/large/monster/prox
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
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/obj/item/weapon/grenade/chem_grenade/large/monster/mine
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
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/obj/item/weapon/grenade/chem_grenade/large/monster/remote
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New()
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..()
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CreateDefaultTrigger(/obj/item/device/assembly/signaler)
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/obj/item/weapon/grenade/chem_grenade/large/feast
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payload_name = "silver slime"
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desc = "A standard grenade containing weaponized slime extract."
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stage = 2
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New()
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..()
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var/obj/item/slime_extract/silver/B1 = new(src)
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B1.Uses = rand(1,3)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B2.reagents.add_reagent("plasma",5 * B1.Uses)
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beakers += B1
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beakers += B2
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// Slime Clusterbusters
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/*/obj/item/weapon/grenade/clusterbuster/bluespace
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name = "Bluespace Megabomb"
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desc = "Widely regarded as proof that while there is a God, He is Insane."
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payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
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/obj/item/weapon/grenade/clusterbuster/monster
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name = "Monster Megabomb"
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desc = "Widely regarded as proof that there is no God."
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payload = /obj/item/weapon/grenade/chem_grenade/large/monster
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// --------------------------------------
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// Syndie Kits
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// --------------------------------------
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/obj/item/weapon/storage/box/syndie_kit/remotegrenade
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name = "Remote Grenade Kit"
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New()
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..()
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new /obj/item/weapon/grenade/chem_grenade/explosion/remote(src)
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new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
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new /obj/item/device/assembly/signaler(src)
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return
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/obj/item/weapon/storage/box/syndie_kit/remoteemp
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name = "Remote EMP Kit"
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New()
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..()
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new /obj/item/weapon/grenade/chem_grenade/emp/remote(src)
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new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
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new /obj/item/device/assembly/signaler(src)
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return
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/obj/item/weapon/storage/box/syndie_kit/remotelube
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name = "Remote Lube Kit"
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New()
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..()
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new /obj/item/weapon/grenade/chem_grenade/lube(src)
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new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
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new /obj/item/device/assembly/signaler(src)
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return
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// --------------------------------------
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// Clusterbuster Variable Payload Grenade
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// Adapted from flashbang/clusterbang
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// --------------------------------------
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/obj/item/weapon/grenade/clusterbuster
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desc = "This highly intimidating bunch of hardware seems eager to be let loose."
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name = "Clusterbang"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang"
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var/payload = /obj/item/weapon/grenade/flashbang
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// Subtypes
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// Serious grenades
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/obj/item/weapon/grenade/clusterbuster/explosion
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name = "Cluster Grenade"
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payload = /obj/item/weapon/grenade/chem_grenade/explosion
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/obj/item/weapon/grenade/clusterbuster/emp
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name = "Electromagnetic Storm"
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payload = /obj/item/weapon/grenade/chem_grenade/emp
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/obj/item/weapon/grenade/clusterbuster/smoke
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name = "Ninja Vanish"
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payload = /obj/item/weapon/grenade/smokebomb
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// Not serious grenades
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/obj/item/weapon/grenade/clusterbuster/meat
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name = "Mega Meat Grenade"
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payload = /obj/item/weapon/grenade/chem_grenade/meat
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/obj/item/weapon/grenade/clusterbuster/booze
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name = "Booze Grenade"
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payload = /obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink
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/obj/item/weapon/grenade/clusterbuster/honk
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name = "Mega Honk Grenade"
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payload = /obj/item/weapon/bananapeel
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/obj/item/weapon/grenade/clusterbuster/xmas
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name = "Christmas Miracle"
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payload = /obj/item/weapon/a_gift
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/obj/item/weapon/grenade/clusterbuster/soap
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name = "Megamaid's Passive-Aggressive Soap-creation Grenade"
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payload = /obj/item/weapon/grenade/chem_grenade/soap
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/obj/item/weapon/grenade/clusterbuster/dirt
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name = "Megamaid's Job Security Grenade"
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payload = /obj/effect/decal/cleanable/random
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/obj/item/weapon/grenade/clusterbuster/megadirt
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name = "Megamaid's Revenge Grenade"
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payload = /obj/item/weapon/grenade/chem_grenade/dirt
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/obj/item/weapon/grenade/clusterbuster/inferno
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name = "Little Boy"
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payload = /obj/item/weapon/grenade/chem_grenade/incendiary
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/obj/item/weapon/grenade/clusterbuster/apocalypsefake
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name = "Fun Bomb"
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desc = "Not like the other bomb."
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payload = /obj/item/toy/spinningtoy
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// Grenades that should never see the light of day
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/obj/item/weapon/grenade/clusterbuster/apocalypse
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name = "Apocalypse Bomb"
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desc = "No matter what, do not EVER use this."
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payload = /obj/machinery/singularity
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/obj/item/weapon/grenade/clusterbuster/ultima
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name = "Earth Shattering Kaboom"
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desc = "Contains one Aludium Q-36 explosive space modulator."
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payload = /obj/item/weapon/grenade/chem_grenade/explosion
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/obj/item/weapon/grenade/clusterbuster/lube
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name = "Newton's First Law"
|
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desc = "An object in motion remains in motion."
|
||||
payload = /obj/item/weapon/grenade/chem_grenade/lube
|
||||
|
||||
|
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/*/obj/item/weapon/grenade/clusterbuster/bluespace
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name = "Maximum Warp"
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desc = "Spacetime: Nice job breaking it, hero."
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||||
payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
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/obj/item/weapon/grenade/clusterbuster/monster
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name = "The Monster Mash"
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desc = "It's a graveyeard smash."
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payload = /obj/item/weapon/grenade/chem_grenade/large/monster
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/obj/item/weapon/grenade/clusterbuster/banquet
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name = "Bork Bork Bonanza"
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desc = "Bork bork bork."
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payload = /obj/item/weapon/grenade/clusterbuster/banquet/child
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child
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||||
payload = /obj/item/weapon/grenade/chem_grenade/large/feast
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||||
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// Mob spawning grenades
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/obj/item/weapon/grenade/clusterbuster/aviary
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name = "Poly-Poly Grenade"
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||||
desc = "That's an uncomfortable number of birds."
|
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payload = /mob/living/simple_animal/parrot
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/obj/item/weapon/grenade/clusterbuster/monkey
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||||
name = "Barrel of Monkeys"
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desc = "Not really that much fun."
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payload = /mob/living/carbon/monkey
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/obj/item/weapon/grenade/clusterbuster/fluffy
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||||
name = "Fluffy Love Bomb"
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||||
desc = "Exactly as snuggly as it sounds."
|
||||
payload = /mob/living/simple_animal/corgi/puppy
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||||
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/obj/item/weapon/grenade/clusterbuster/prime()
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||||
var/numspawned = rand(4,8)
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||||
var/again = 0
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for(var/more = numspawned,more > 0,more--)
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||||
if(prob(35))
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||||
again++
|
||||
numspawned --
|
||||
|
||||
for(,numspawned > 0, numspawned--)
|
||||
spawn(0)
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||||
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload,name)//Launches payload
|
||||
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
|
||||
for(,again > 0, again--)
|
||||
spawn(0)
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||||
new /obj/item/weapon/grenade/clusterbuster/segment(src.loc,payload,name)//Creates a 'segment' that launches more payloads
|
||||
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
spawn(0)
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/clusterbuster/segment
|
||||
desc = "What's happening? Aaah!"
|
||||
name = "clusterbuster segment"
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "clusterbang_segment"
|
||||
|
||||
/obj/item/weapon/grenade/clusterbuster/segment/New(var/turf/newloc,var/T,var/N)//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
|
||||
icon_state = "clusterbang_segment_active"
|
||||
active = 1
|
||||
payload = T
|
||||
name = N
|
||||
var/stepdist = rand(1,5) //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)
|
||||
prime()
|
||||
|
||||
/obj/item/weapon/grenade/clusterbuster/segment/prime()
|
||||
var/numspawned = rand(4,8)
|
||||
for(var/more = numspawned,more > 0,more--)
|
||||
if(prob(35))
|
||||
numspawned --
|
||||
|
||||
for(,numspawned > 0, numspawned--)
|
||||
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload)
|
||||
spawn(0)
|
||||
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/clusterbuster/node/New(var/turf/newloc,var/T,var/N)
|
||||
icon_state = "flashbang_active"
|
||||
active = 1
|
||||
payload = T
|
||||
name = N
|
||||
var/stepdist = rand(1,4)
|
||||
var/temploc = src.loc
|
||||
walk_away(src,temploc,stepdist)
|
||||
var/dettime = rand(15,60)
|
||||
spawn(dettime)
|
||||
var/atom/A = new payload(loc)
|
||||
if(istype(A,/obj/item/weapon/grenade))
|
||||
A:prime()
|
||||
if(istype(A,/obj/machinery/singularity)) // I can't emphasize enough how much you should never use this grenade
|
||||
A:energy = 200
|
||||
del src
|
||||
@@ -0,0 +1,370 @@
|
||||
// -------------------------------------
|
||||
// Generates an innocuous toy
|
||||
// -------------------------------------
|
||||
/obj/item/toy/random
|
||||
name = "Random Toy"
|
||||
New()
|
||||
..()
|
||||
var/list/types = list(/obj/item/toy/crossbow,/obj/item/toy/balloon,/obj/item/toy/spinningtoy,/obj/item/weapon/reagent_containers/spray/waterflower) + typesof(/obj/item/toy/prize) - /obj/item/toy/prize
|
||||
var/T = pick(types)
|
||||
new T(loc)
|
||||
spawn(1)
|
||||
del src
|
||||
|
||||
// -------------------------------------
|
||||
// Random cleanables, clearly this makes sense
|
||||
// -------------------------------------
|
||||
|
||||
/obj/effect/decal/cleanable/random
|
||||
name = "Random Mess"
|
||||
New()
|
||||
..()
|
||||
var/list/list = typesof(/obj/effect/decal/cleanable) - list(/obj/effect/decal/cleanable,/obj/effect/decal/cleanable/random,/obj/effect/decal/cleanable/cobweb,/obj/effect/decal/cleanable/cobweb2)
|
||||
var/T = pick(list)
|
||||
new T(loc)
|
||||
spawn(0)
|
||||
del src
|
||||
|
||||
|
||||
/obj/item/stack/sheet/animalhide/random
|
||||
name = "Random animal hide"
|
||||
New()
|
||||
..()
|
||||
spawn(1)
|
||||
var/htype = pick(/obj/item/stack/sheet/animalhide/cat,/obj/item/stack/sheet/animalhide/corgi,/obj/item/stack/sheet/animalhide/human,/obj/item/stack/sheet/animalhide/lizard,/obj/item/stack/sheet/animalhide/monkey)
|
||||
var/obj/item/stack/S = new htype(loc)
|
||||
S.amount = amount
|
||||
del src
|
||||
|
||||
// -------------------------------------
|
||||
// Not yet identified chemical.
|
||||
// Could be anything!
|
||||
// -------------------------------------
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/bottle/random_reagent
|
||||
name = "unlabelled bottle"
|
||||
// identify_probability = 0
|
||||
New()
|
||||
..()
|
||||
var/datum/reagent/R = pick(chemical_reagents_list)
|
||||
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
|
||||
if(R == "blood" && prob(50)) // in contrast to pills, it is entirely reasonable to have vials of virus-free blood lying around.
|
||||
var/datum/disease/advance/F = new(0) // By entirely reasonable I mean even odds. Let's not get crazy, here.
|
||||
var/list/data = list("viruses"= list(F))
|
||||
reagents.add_reagent(R,volume,data)
|
||||
else
|
||||
if(rare_chems.Find(R))
|
||||
reagents.add_reagent(R,10)
|
||||
else
|
||||
reagents.add_reagent(R,rand(2,3)*10)
|
||||
pixel_x = rand(-10,10)
|
||||
pixel_y = rand(-10,10)
|
||||
|
||||
//Cuts out the food and drink reagents
|
||||
/obj/item/weapon/reagent_containers/glass/bottle/random_chem
|
||||
name = "unlabelled chemical bottle"
|
||||
// identify_probability = 0
|
||||
New()
|
||||
..()
|
||||
var/global/list/chems_only = list("slimejelly","blood","water","lube","anti_toxin","toxin","cyanide","stoxin","inaprovaline","space_drugs","serotrotium","oxygen","copper","nitrogen","hydrogen","potassium","mercury","sulfur","carbon","chlorine","fluorine","sodium","phosphorus","lithium","sugar","sacid","pacid","glycerol","radium","ryetalyn","thermite","mutagen","virusfood","iron","gold","silver","uranium","aluminum","silicon","fuel","cleaner","plantbgone","plasma","leporazine","cryptobiolin","lexorin","kelotane","dermaline","dexalin","dexalinp","tricordrazine","synaptizine","impedrezene","hyronalin","arithrazine","alkysine","imidazoline","bicaridine","hyperzine","cryoxadone","clonexadone","spaceacillin","carpotoxin","zombiepowder","mindbreaker","fluorosurfactant","foaming_agent","ethanol","ammonia","diethylamine","ethylredoxrazine","chloralhydrate","lipozine","condensedcapsaicin","frostoil","amatoxin","psilocybin","enzyme","nothing","doctorsdelight","antifreeze","neurotoxin")
|
||||
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
|
||||
|
||||
var/datum/reagent/R = pick(chems_only + rare_chems)
|
||||
if(R == "blood" && prob(50))
|
||||
var/datum/disease/advance/F = new(0)
|
||||
var/list/data = list("viruses"= list(F))
|
||||
reagents.add_reagent(R,volume,data)
|
||||
else
|
||||
if(rare_chems.Find(R))
|
||||
reagents.add_reagent(R,10)
|
||||
else
|
||||
reagents.add_reagent(R,rand(2,3)*10)
|
||||
name = "unlabelled bottle"
|
||||
pixel_x = rand(-10,10)
|
||||
pixel_y = rand(-10,10)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem
|
||||
name = "unlabelled chemical bottle"
|
||||
// identify_probability = 0
|
||||
New()
|
||||
..()
|
||||
var/global/list/base_chems = list("water","oxygen","nitrogen","hydrogen","potassium","mercury","carbon","chlorine","fluorine","phosphorus","lithium","sulfur","sacid","radium","iron","aluminum","silicon","sugar","ethanol")
|
||||
var/datum/reagent/R = pick(base_chems)
|
||||
reagents.add_reagent(R,rand(2,6)*5)
|
||||
name = "unlabelled bottle"
|
||||
pixel_x = rand(-10,10)
|
||||
pixel_y = rand(-10,10)
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink
|
||||
name = "unlabelled drink"
|
||||
icon = 'icons/obj/drinks.dmi'
|
||||
New()
|
||||
..()
|
||||
var/list/drinks_only = list("beer2","hot_coco","orangejuice","tomatojuice","limejuice","carrotjuice","berryjuice","poisonberryjuice","watermelonjuice","lemonjuice","banana","nothing","potato","milk","soymilk","cream","coffee","tea","icecoffee","icetea","cola","nuka_cola","spacemountainwind","thirteenloko","dr_gibb","space_up","lemon_lime","beer","whiskey","gin","rum","vodka","holywater","tequilla","vermouth","wine","tonic","kahlua","cognac","hooch","ale","sodawater","ice","bilk","atomicbomb","threemileisland","goldschlager","patron","gintonic","cubalibre","whiskeycola","martini","vodkamartini","whiterussian","screwdrivercocktail","booger","bloodymary","gargleblaster","bravebull","tequillasunrise","toxinsspecial","beepskysmash","doctorsdelight","irishcream","manlydorf","longislandicedtea","moonshine","b52","irishcoffee","margarita","blackrussian","manhattan","manhattan_proj","whiskeysoda","antifreeze","barefoot","snowwhite","demonsblood","vodkatonic","ginfizz","bahama_mama","singulo","sbiten","devilskiss","red_mead","mead","iced_beer","grog","aloe","andalusia","alliescocktail","soy_latte","cafe_latte","acidspit","amasec","neurotoxin","hippiesdelight","bananahonk","silencer","changelingsting","irishcarbomb","syndicatebomb","erikasurprise","driestmartini")
|
||||
if(prob(50))
|
||||
drinks_only += list("chloralhydrate","adminordrazine","mindbreaker","tricordrazine","blood")
|
||||
|
||||
var/datum/reagent/R = pick(drinks_only)
|
||||
if(R == "blood" && prob(40)) // it's entirely natural for you to have blood in drinking bottles.
|
||||
var/datum/disease/advance/F = new(0) // it only rarely has to do with diseases.
|
||||
var/list/data = list("viruses"= list(F))
|
||||
reagents.add_reagent(R,volume,data)
|
||||
else
|
||||
reagents.add_reagent(R,volume)
|
||||
name = "unlabelled bottle"
|
||||
icon_state = pick("alco-white","alco-green","alco-blue","alco-clear","alco-red")
|
||||
pixel_x = rand(-5,5)
|
||||
pixel_y = rand(-5,5)
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/random_reagent // Same as the chembottle code except the container
|
||||
name = "unlabelled drink?"
|
||||
icon = 'icons/obj/drinks.dmi'
|
||||
New()
|
||||
..()
|
||||
var/datum/reagent/R = pick(chemical_reagents_list)
|
||||
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
|
||||
if(R == "blood" && prob(50))
|
||||
var/datum/disease/advance/F = new(0)
|
||||
var/list/data = list("viruses"= list(F))
|
||||
reagents.add_reagent(R,volume,data)
|
||||
else
|
||||
if(rare_chems.Find(R))
|
||||
reagents.add_reagent(R,10)
|
||||
else
|
||||
reagents.add_reagent(R,rand(3,10)*10)
|
||||
name = "unlabelled bottle"
|
||||
icon_state = pick("alco-white","alco-green","alco-blue","alco-clear","alco-red")
|
||||
pixel_x = rand(-5,5)
|
||||
pixel_y = rand(-5,5)
|
||||
spawn(0)
|
||||
del src
|
||||
|
||||
/obj/item/weapon/storage/pill_bottle/random_meds
|
||||
name = "unlabelled pillbottle"
|
||||
desc = "The sheer recklessness of this bottle's existence astounds you."
|
||||
|
||||
New()
|
||||
..()
|
||||
var/global/list/meds_only = list("anti_toxin","toxin","cyanide","stoxin","inaprovaline","space_drugs","serotrotium","ryetalyn","mutagen","leporazine","cryptobiolin","lexorin","kelotane","dermaline","dexalin","dexalinp","tricordrazine","synaptizine","impedrezene","hyronalin","arithrazine","alkysine","imidazoline","bicaridine","hyperzine","spaceacillin","carpotoxin","zombiepowder","mindbreaker","ethanol","ammonia","diethylamine","ethylredoxrazine","chloralhydrate","lipozine","condensedcapsaicin","frostoil","amatoxin","psilocybin","nothing","doctorsdelight","neurotoxin")
|
||||
var/global/list/rare_meds = list("nanites","xenomicrobes","minttoxin","adminordrazine","blood")
|
||||
|
||||
var/i = 1
|
||||
while(i < storage_slots)
|
||||
|
||||
var/datum/reagent/R
|
||||
if(prob(50))
|
||||
R = pick(meds_only + rare_meds)
|
||||
else
|
||||
R = pick(meds_only)
|
||||
var/obj/item/weapon/reagent_containers/pill/P = new(src)
|
||||
if(R == "blood") // 100% disease chance. Why else would you make a blood pill? I can think of nothing.
|
||||
var/datum/disease/advance/F = new(0) // okay maybe vampires but that's about it
|
||||
var/list/data = list("viruses"= list(F))
|
||||
P.reagents.add_reagent(R,P.volume,data)
|
||||
else
|
||||
if(rare_meds.Find(R))
|
||||
P.reagents.add_reagent(R,10)
|
||||
else
|
||||
P.reagents.add_reagent(R,rand(2,5)*10)
|
||||
P.name = "Unlabelled Pill"
|
||||
P.desc = "Something about this pill entices you to try it, against your better judgement."
|
||||
i++
|
||||
pixel_x = rand(-10,10)
|
||||
pixel_y = rand(-10,10)
|
||||
return
|
||||
|
||||
// -------------------------------------
|
||||
// Containers full of unknown crap
|
||||
// -------------------------------------
|
||||
|
||||
/obj/structure/closet/crate/secure/unknownchemicals
|
||||
name = "Grey-market Chemicals Grab Pack"
|
||||
desc = "Crate full of chemicals of unknown type and value from a 'trusted' source."
|
||||
req_one_access = list(access_chemistry,access_research,access_qm) // the qm knows a guy, you see.
|
||||
|
||||
New()
|
||||
..()
|
||||
sleep(2)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
|
||||
while(prob(50))
|
||||
new/obj/item/weapon/reagent_containers/glass/bottle/random_reagent(src)
|
||||
|
||||
new/obj/item/weapon/storage/pill_bottle/random_meds(src)
|
||||
while(prob(25))
|
||||
new/obj/item/weapon/storage/pill_bottle/random_meds(src)
|
||||
return
|
||||
|
||||
/obj/structure/closet/crate/secure/chemicals
|
||||
name = "Chemical Supply Kit"
|
||||
desc = "Full of basic chemistry supplies."
|
||||
req_one_access = list(access_chemistry,access_research)
|
||||
|
||||
New()
|
||||
..()
|
||||
sleep(2)
|
||||
var/global/list/base_chems = list("water","oxygen","nitrogen","hydrogen","potassium","mercury","carbon","chlorine","fluorine","phosphorus","lithium","sulfur","sacid","radium","iron","aluminum","silicon","sugar","ethanol")
|
||||
for(var/chem in base_chems)
|
||||
var/obj/item/weapon/reagent_containers/glass/bottle/B = new(src)
|
||||
B.reagents.add_reagent(chem,B.volume)
|
||||
if(prob(85))
|
||||
var/datum/reagent/r = chemical_reagents_list[chem]
|
||||
B.name = "[r.name] bottle"
|
||||
// B.identify_probability = 100
|
||||
else
|
||||
B.name = "unlabelled bottle"
|
||||
B.desc = "Looks like the label fell off."
|
||||
// B.identify_probability = 0
|
||||
|
||||
|
||||
/obj/structure/closet/crate/bin/flowers
|
||||
name = "flower barrel"
|
||||
desc = "A bin full of fresh flowers for the bereaved."
|
||||
anchored = 0
|
||||
New()
|
||||
while(contents.len < 10)
|
||||
var/flowertype = pick(/obj/item/weapon/grown/sunflower,/obj/item/weapon/grown/novaflower,/obj/item/weapon/reagent_containers/food/snacks/grown/poppy,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/harebell,/obj/item/weapon/reagent_containers/food/snacks/grown/moonflower)
|
||||
var/atom/movable/AM = new flowertype(src)
|
||||
AM.pixel_x = rand(-10,10)
|
||||
AM.pixel_y = rand(-5,5)
|
||||
|
||||
|
||||
/obj/structure/closet/crate/bin/plants
|
||||
name = "plant barrel"
|
||||
desc = "Caution: Contents may contain vitamins and minerals. It is recommended that you deep fry them before eating."
|
||||
anchored = 0
|
||||
New()
|
||||
while(contents.len < 10)
|
||||
var/ptype = pick(/obj/item/weapon/reagent_containers/food/snacks/grown/apple,/obj/item/weapon/reagent_containers/food/snacks/grown/banana,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/berries, /obj/item/weapon/reagent_containers/food/snacks/grown/cabbage,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot, /obj/item/weapon/reagent_containers/food/snacks/grown/cherries,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/chili, /obj/item/weapon/reagent_containers/food/snacks/grown/cocoapod,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/corn, /obj/item/weapon/reagent_containers/food/snacks/grown/eggplant,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/grapes, /obj/item/weapon/reagent_containers/food/snacks/grown/greengrapes,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper, /obj/item/weapon/reagent_containers/food/snacks/grown/lemon,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/lime, /obj/item/weapon/reagent_containers/food/snacks/grown/orange,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/potato, /obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans, /obj/item/weapon/reagent_containers/food/snacks/grown/sugarcane,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato, /obj/item/weapon/reagent_containers/food/snacks/grown/watermelon,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/wheat, /obj/item/weapon/reagent_containers/food/snacks/grown/whitebeet,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle, /obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet)
|
||||
var/obj/O = new ptype(src)
|
||||
O.pixel_x = rand(-10,10)
|
||||
O.pixel_y = rand(-5,5)
|
||||
|
||||
/obj/structure/closet/secure_closet/random_drinks
|
||||
name = "Unlabelled Booze"
|
||||
req_access = list(access_bar)
|
||||
icon_state = "cabinetdetective_locked"
|
||||
icon_closed = "cabinetdetective"
|
||||
icon_locked = "cabinetdetective_locked"
|
||||
icon_opened = "cabinetdetective_open"
|
||||
icon_broken = "cabinetdetective_broken"
|
||||
icon_off = "cabinetdetective_broken"
|
||||
|
||||
New()
|
||||
..()
|
||||
sleep(2)
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
|
||||
while(prob(25))
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_reagent(src)
|
||||
return
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Do not order this.
|
||||
// If you order this, do not open it.
|
||||
// If you open this, run.
|
||||
// If you didn't run, pray.
|
||||
// -------------------------------------
|
||||
|
||||
/obj/structure/largecrate/evil
|
||||
name = "\improper Mysterious Crate"
|
||||
desc = "What could it be?"
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/crowbar))
|
||||
var/list/menace = pick( /mob/living/simple_animal/hostile/carp,/mob/living/simple_animal/hostile/faithless,/mob/living/simple_animal/hostile/pirate,
|
||||
/mob/living/simple_animal/hostile/creature,/mob/living/simple_animal/hostile/pirate/ranged,
|
||||
/mob/living/simple_animal/hostile/hivebot,/mob/living/simple_animal/hostile/viscerator,/mob/living/simple_animal/hostile/pirate)
|
||||
|
||||
visible_message("\red Something falls out of the [src]!")
|
||||
var/obj/item/weapon/grenade/flashbang/clusterbang/C = new(src.loc)
|
||||
C.prime()
|
||||
spawn(10)
|
||||
new menace(src.loc)
|
||||
while(prob(15))
|
||||
new menace(get_step_rand(src.loc))
|
||||
..()
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// ???
|
||||
//
|
||||
//
|
||||
//
|
||||
|
||||
/obj/structure/largecrate/schrodinger
|
||||
name = "Schrodinger's Crate"
|
||||
desc = "What happens if you open it?"
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/crowbar))
|
||||
var/mob/living/simple_animal/cat/Cat1 = new(loc)
|
||||
Cat1.apply_damage(250)//,TOX)
|
||||
Cat1.name = "Schrodinger's Cat"
|
||||
Cat1.desc = "It seems it's been dead for a while."
|
||||
|
||||
var/mob/living/simple_animal/cat/Cat2 = new(loc)
|
||||
Cat2.name = "Schrodinger's Cat"
|
||||
Cat2.desc = "It's was alive the whole time!"
|
||||
sleep(2)
|
||||
if(prob(50))
|
||||
del Cat1
|
||||
else
|
||||
del Cat2
|
||||
..()
|
||||
|
||||
// --------------------------------------
|
||||
// Collen's box of wonder and mystery
|
||||
// --------------------------------------
|
||||
/obj/item/weapon/storage/box/grenades
|
||||
name = "tactical grenades"
|
||||
desc = "A box with 6 tactical grenades."
|
||||
icon_state = "flashbang"
|
||||
var/list/grenadelist = list(/obj/item/weapon/grenade/chem_grenade/metalfoam, /obj/item/weapon/grenade/chem_grenade/incendiary,
|
||||
/obj/item/weapon/grenade/chem_grenade/antiweed, /obj/item/weapon/grenade/chem_grenade/cleaner, /obj/item/weapon/grenade/chem_grenade/teargas,
|
||||
/obj/item/weapon/grenade/chem_grenade/holywater, /obj/item/weapon/grenade/chem_grenade/soap, /obj/item/weapon/grenade/chem_grenade/meat,
|
||||
/obj/item/weapon/grenade/chem_grenade/dirt, /obj/item/weapon/grenade/chem_grenade/lube, /obj/item/weapon/grenade/smokebomb,
|
||||
/obj/item/weapon/grenade/chem_grenade/drugs, /obj/item/weapon/grenade/chem_grenade/ethanol) // holy list batman
|
||||
|
||||
New()
|
||||
..()
|
||||
var/nade1 = pick(grenadelist)
|
||||
var/nade2 = pick(grenadelist)
|
||||
var/nade3 = pick(grenadelist)
|
||||
var/nade4 = pick(grenadelist)
|
||||
var/nade5 = pick(grenadelist)
|
||||
var/nade6 = pick(grenadelist)
|
||||
|
||||
new nade1(src)
|
||||
new nade2(src)
|
||||
new nade3(src)
|
||||
new nade4(src)
|
||||
new nade5(src)
|
||||
new nade6(src)
|
||||
@@ -1,190 +1,392 @@
|
||||
#define EMPTY 0
|
||||
#define WIRED 1
|
||||
#define READY 2
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade
|
||||
name = "Grenade Casing"
|
||||
name = "grenade casing"
|
||||
desc = "A do it yourself grenade casing!"
|
||||
icon_state = "chemg"
|
||||
item_state = "flashbang"
|
||||
desc = "A hand made chemical grenade."
|
||||
w_class = 2.0
|
||||
force = 2.0
|
||||
var/stage = 0
|
||||
var/state = 0
|
||||
var/path = 0
|
||||
var/obj/item/device/assembly_holder/detonator = null
|
||||
var/list/beakers = new/list()
|
||||
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/beaker/large, /obj/item/weapon/reagent_containers/glass/bottle)
|
||||
var/bomb_state = "chembomb"
|
||||
var/payload_name = null // used for spawned grenades
|
||||
w_class = 2
|
||||
force = 2
|
||||
var/stage = EMPTY
|
||||
var/list/beakers = list()
|
||||
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
|
||||
var/affected_area = 3
|
||||
var/obj/item/device/assembly_holder/nadeassembly = null
|
||||
var/label = null
|
||||
|
||||
New()
|
||||
var/datum/reagents/R = new/datum/reagents(1000)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!stage || stage==1)
|
||||
if(detonator)
|
||||
// detonator.loc=src.loc
|
||||
detonator.detached()
|
||||
usr.put_in_hands(detonator)
|
||||
detonator=null
|
||||
stage=0
|
||||
icon_state = initial(icon_state)
|
||||
else if(beakers.len)
|
||||
for(var/obj/B in beakers)
|
||||
if(istype(B))
|
||||
beakers -= B
|
||||
user.put_in_hands(B)
|
||||
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
|
||||
if(stage > 1 && !active && clown_check(user))
|
||||
user << "<span class='warning'>You prime \the [name]!</span>"
|
||||
/obj/item/weapon/grenade/chem_grenade/New()
|
||||
create_reagents(1000)
|
||||
if(payload_name)
|
||||
payload_name += " " // formatting, ignore me
|
||||
update_icon()
|
||||
|
||||
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
activate()
|
||||
add_fingerprint(user)
|
||||
/obj/item/weapon/grenade/chem_grenade/examine()
|
||||
set src in usr
|
||||
usr << desc
|
||||
if(stage >= WIRED)
|
||||
if(nadeassembly)
|
||||
usr << nadeassembly.a_left.describe()
|
||||
usr << nadeassembly.a_right.describe()
|
||||
else
|
||||
usr << "The timer is set to [det_time/10] second\s."
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/proc/get_trigger()
|
||||
if(!nadeassembly) return null
|
||||
for(var/obj/O in list(nadeassembly.a_left, nadeassembly.a_right))
|
||||
if(!O || istype(O,/obj/item/device/assembly/igniter)) continue
|
||||
return O
|
||||
return null
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/proc/update_overlays()
|
||||
underlays = list()
|
||||
if(nadeassembly)
|
||||
underlays += "[nadeassembly.a_left.icon_state]_left"
|
||||
for(var/O in nadeassembly.a_left.attached_overlays)
|
||||
underlays += "[O]_l"
|
||||
underlays += "[nadeassembly.a_right.icon_state]_right"
|
||||
for(var/O in nadeassembly.a_right.attached_overlays)
|
||||
underlays += "[O]_r"
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/update_icon()
|
||||
if(nadeassembly)
|
||||
icon = 'icons/obj/assemblies/new_assemblies.dmi'
|
||||
icon_state = bomb_state
|
||||
update_overlays()
|
||||
var/obj/item/device/assembly/A = get_trigger()
|
||||
if(stage != READY)
|
||||
name = "bomb casing[label]"
|
||||
else
|
||||
if(!A)
|
||||
name = "[payload_name]de-fused bomb[label]" // this should not actually happen
|
||||
else
|
||||
name = payload_name + A.bomb_name + label // time bombs, remote mines, etc
|
||||
else
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = initial(icon_state)
|
||||
overlays = list()
|
||||
switch(stage)
|
||||
if(EMPTY)
|
||||
name = "grenade casing[label]"
|
||||
if(WIRED)
|
||||
icon_state += "_ass"
|
||||
name = "grenade casing[label]"
|
||||
if(READY)
|
||||
if(active)
|
||||
icon_state += "_active"
|
||||
else
|
||||
icon_state += "_locked"
|
||||
name = payload_name + "grenade" + label
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user)
|
||||
if(stage == READY && !active)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
if(nadeassembly)
|
||||
nadeassembly.attack_self(user)
|
||||
update_icon()
|
||||
else if(clown_check(user))
|
||||
// This used to go before the assembly check, but that has absolutely zero to do with priming the damn thing. You could spam the admins with it.
|
||||
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
|
||||
message_admins(log_str)
|
||||
log_game(log_str)
|
||||
user << "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>"
|
||||
active = 1
|
||||
update_icon()
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.throw_mode_on()
|
||||
spawn(det_time)
|
||||
prime()
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
|
||||
var/obj/item/device/assembly_holder/det = W
|
||||
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
|
||||
user << "\red Assembly must contain one igniter."
|
||||
return
|
||||
if(!det.secured)
|
||||
user << "\red Assembly must be secured with screwdriver."
|
||||
return
|
||||
path = 1
|
||||
user << "\blue You add [W] to the metal casing."
|
||||
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
|
||||
user.remove_from_mob(det)
|
||||
det.loc = src
|
||||
detonator = det
|
||||
icon_state = initial(icon_state) +"_ass"
|
||||
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
|
||||
stage = 1
|
||||
else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
|
||||
if(stage == 1)
|
||||
path = 1
|
||||
if(beakers.len)
|
||||
user << "\blue You lock the assembly."
|
||||
name = "grenade"
|
||||
else
|
||||
// user << "\red You need to add at least one beaker before locking the assembly."
|
||||
user << "\blue You lock the empty assembly."
|
||||
name = "fake grenade"
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
|
||||
icon_state = initial(icon_state) +"_locked"
|
||||
stage = 2
|
||||
else if(stage == 2)
|
||||
if(active && prob(95))
|
||||
user << "\red You trigger the assembly!"
|
||||
prime()
|
||||
return
|
||||
else
|
||||
user << "\blue You unlock the assembly."
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
|
||||
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
|
||||
icon_state = initial(icon_state) + (detonator?"_ass":"")
|
||||
stage = 1
|
||||
active = 0
|
||||
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
|
||||
path = 1
|
||||
if(beakers.len == 2)
|
||||
user << "\red The grenade can not hold more containers."
|
||||
return
|
||||
/obj/item/weapon/grenade/chem_grenade/attackby(obj/item/I, mob/user)
|
||||
if(istype(I,/obj/item/weapon/hand_labeler))
|
||||
var/obj/item/weapon/hand_labeler/HL = I
|
||||
if(length(HL.label))
|
||||
label = " ([HL.label])"
|
||||
return 0
|
||||
else
|
||||
if(label)
|
||||
label = null
|
||||
update_icon()
|
||||
user << "You remove the label from [src]."
|
||||
return 1
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(stage == WIRED)
|
||||
if(beakers.len)
|
||||
user << "<span class='notice'>You lock the assembly.</span>"
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
|
||||
stage = READY
|
||||
update_icon()
|
||||
var/contained = ""
|
||||
var/cores = ""
|
||||
for(var/obj/O in beakers)
|
||||
if(!O.reagents) continue
|
||||
if(istype(O,/obj/item/slime_extract))
|
||||
cores += " [O]"
|
||||
for(var/reagent in O.reagents.reagent_list)
|
||||
contained += " [reagent] "
|
||||
if(contained)
|
||||
if(cores)
|
||||
contained = "\[[cores];[contained]\]"
|
||||
else
|
||||
contained = "\[[contained]\]"
|
||||
var/turf/bombturf = get_turf(loc)
|
||||
var/area/A = bombturf.loc
|
||||
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has completed [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> [contained]."
|
||||
message_admins(log_str)
|
||||
log_game(log_str)
|
||||
else
|
||||
if(W.reagents.total_volume)
|
||||
user << "\blue You add \the [W] to the assembly."
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
beakers += W
|
||||
stage = 1
|
||||
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
|
||||
else
|
||||
user << "\red \the [W] is empty."
|
||||
user << "<span class='notice'>You need to add at least one beaker before locking the assembly.</span>"
|
||||
else if(stage == READY && !nadeassembly)
|
||||
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
|
||||
user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
|
||||
else if(stage == EMPTY)
|
||||
user << "<span class='notice'>You need to add an activation mechanism.</span>"
|
||||
|
||||
examine()
|
||||
set src in usr
|
||||
usr << desc
|
||||
if(detonator)
|
||||
usr << "With attached [detonator.name]"
|
||||
else if(stage == WIRED && is_type_in_list(I, allowed_containers))
|
||||
if(beakers.len == 2)
|
||||
user << "<span class='notice'>[src] can not hold more containers.</span>"
|
||||
return
|
||||
else
|
||||
if(I.reagents.total_volume)
|
||||
user << "<span class='notice'>You add [I] to the assembly.</span>"
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
beakers += I
|
||||
else
|
||||
user << "<span class='notice'>[I] is empty.</span>"
|
||||
|
||||
activate(mob/user as mob)
|
||||
if(active) return
|
||||
|
||||
if(detonator)
|
||||
if(!isigniter(detonator.a_left))
|
||||
detonator.a_left.activate()
|
||||
active = 1
|
||||
if(!isigniter(detonator.a_right))
|
||||
detonator.a_right.activate()
|
||||
active = 1
|
||||
if(active)
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
|
||||
if(user)
|
||||
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
return
|
||||
|
||||
proc/primed(var/primed = 1)
|
||||
if(active)
|
||||
icon_state = initial(icon_state) + (primed?"_primed":"_active")
|
||||
|
||||
prime()
|
||||
if(!stage || stage<2) return
|
||||
|
||||
//if(prob(reliability))
|
||||
var/has_reagents = 0
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
if(G.reagents.total_volume) has_reagents = 1
|
||||
|
||||
active = 0
|
||||
if(!has_reagents)
|
||||
icon_state = initial(icon_state) +"_locked"
|
||||
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
|
||||
else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
|
||||
var/obj/item/device/assembly_holder/A = I
|
||||
if(!A.secured)
|
||||
return
|
||||
if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
|
||||
return
|
||||
|
||||
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
|
||||
user.drop_item()
|
||||
nadeassembly = A
|
||||
A.master = src
|
||||
A.loc = src
|
||||
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
G.reagents.trans_to(src, G.reagents.total_volume)
|
||||
stage = WIRED
|
||||
user << "<span class='notice'>You add [A] to [src]!</span>"
|
||||
update_icon()
|
||||
|
||||
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
|
||||
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
|
||||
steam.set_up(10, 0, get_turf(src))
|
||||
steam.attach(src)
|
||||
steam.start()
|
||||
else if(stage == EMPTY && istype(I, /obj/item/weapon/cable_coil))
|
||||
var/obj/item/weapon/cable_coil/C = I
|
||||
C.use(1)
|
||||
|
||||
for(var/atom/A in view(affected_area, src.loc))
|
||||
if( A == src ) continue
|
||||
src.reagents.reaction(A, 1, 10)
|
||||
stage = WIRED
|
||||
user << "<span class='notice'>You rig [src].</span>"
|
||||
update_icon()
|
||||
|
||||
else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
|
||||
user << "<span class='notice'>You unlock the assembly.</span>"
|
||||
stage = WIRED
|
||||
update_icon()
|
||||
|
||||
else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
|
||||
user << "<span class='notice'>You open the grenade and remove the contents.</span>"
|
||||
stage = EMPTY
|
||||
payload_name = null
|
||||
label = null
|
||||
if(nadeassembly)
|
||||
nadeassembly.loc = get_turf(src)
|
||||
nadeassembly.master = null
|
||||
nadeassembly = null
|
||||
if(beakers.len)
|
||||
for(var/obj/O in beakers)
|
||||
O.loc = get_turf(src)
|
||||
beakers = list()
|
||||
update_icon()
|
||||
|
||||
|
||||
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
|
||||
spawn(50) //To make sure all reagents can work
|
||||
del(src) //correctly before deleting the grenade.
|
||||
/*else
|
||||
icon_state = initial(icon_state) + "_locked"
|
||||
crit_fail = 1
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
G.loc = get_turf(src.loc)*/
|
||||
//assembly stuff
|
||||
/obj/item/weapon/grenade/chem_grenade/receive_signal()
|
||||
prime()
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/HasProximity(atom/movable/AM)
|
||||
if(nadeassembly)
|
||||
nadeassembly.HasProximity(AM)
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/Move() // prox sensors and infrared care about this
|
||||
..()
|
||||
if(nadeassembly)
|
||||
nadeassembly.process_movement()
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/pickup()
|
||||
..()
|
||||
if(nadeassembly)
|
||||
nadeassembly.process_movement()
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/Crossed(atom/movable/AM)
|
||||
if(nadeassembly)
|
||||
nadeassembly.Crossed(AM)
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/on_found(mob/finder)
|
||||
if(nadeassembly)
|
||||
nadeassembly.on_found(finder)
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/hear_talk(mob/living/M, msg)
|
||||
if(nadeassembly)
|
||||
nadeassembly.hear_talk(M, msg)
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/Bump()
|
||||
..()
|
||||
if(nadeassembly)
|
||||
nadeassembly.process_movement()
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/throw_impact() // called when a throw stops
|
||||
..()
|
||||
if(nadeassembly)
|
||||
nadeassembly.process_movement()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/prime()
|
||||
if(stage != READY)
|
||||
return
|
||||
|
||||
var/has_reagents = 0
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
if(G.reagents.total_volume)
|
||||
has_reagents = 1
|
||||
|
||||
if(!has_reagents)
|
||||
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
|
||||
return
|
||||
|
||||
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
|
||||
|
||||
update_mob()
|
||||
|
||||
invisibility = INVISIBILITY_MAXIMUM //kaboom
|
||||
del nadeassembly // do this now to stop infrared beams
|
||||
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
G.reagents.trans_to(src, G.reagents.total_volume)
|
||||
|
||||
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
|
||||
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
|
||||
steam.set_up(10, 0, get_turf(src))
|
||||
steam.attach(src)
|
||||
steam.start()
|
||||
|
||||
for(var/atom/A in view(affected_area, loc))
|
||||
if(A == src)
|
||||
continue
|
||||
reagents.reaction(A, 1, 10)
|
||||
|
||||
|
||||
spawn(15) //Making sure all reagents can work
|
||||
del(src) //correctly before deleting the grenade.
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey)
|
||||
if(ispath(typekey,/obj/item/device/assembly))
|
||||
nadeassembly = new(src)
|
||||
nadeassembly.a_left = new /obj/item/device/assembly/igniter(nadeassembly)
|
||||
nadeassembly.a_left.holder = nadeassembly
|
||||
nadeassembly.a_left.secured = 1
|
||||
nadeassembly.a_right = new typekey(nadeassembly)
|
||||
if(!nadeassembly.a_right.secured)
|
||||
nadeassembly.a_right.toggle_secure() // necessary because fuxing prock_sensors
|
||||
nadeassembly.a_right.holder = nadeassembly
|
||||
nadeassembly.secured = 1
|
||||
nadeassembly.master = src
|
||||
nadeassembly.update_icon()
|
||||
stage = READY
|
||||
update_icon()
|
||||
|
||||
|
||||
//Large chem grenades accept slime cores and use the appropriately.
|
||||
/obj/item/weapon/grenade/chem_grenade/large
|
||||
name = "Large Chem Grenade"
|
||||
desc = "An oversized grenade that affects a larger area."
|
||||
name = "large grenade casing"
|
||||
desc = "For oversized grenades; fits additional contents and affects a greater area."
|
||||
icon_state = "large_grenade"
|
||||
allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker/bluespace)
|
||||
bomb_state = "largebomb"
|
||||
allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
|
||||
/obj/item/weapon/reagent_containers/food/drinks)
|
||||
origin_tech = "combat=3;materials=3"
|
||||
affected_area = 4
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/large/prime()
|
||||
if(stage != READY)
|
||||
return
|
||||
|
||||
var/has_reagents = 0
|
||||
var/obj/item/slime_extract/valid_core = null
|
||||
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
if(!istype(G)) continue
|
||||
if(G.reagents.total_volume) has_reagents = 1
|
||||
for(var/obj/item/slime_extract/E in beakers)
|
||||
if(!istype(E)) continue
|
||||
if(E.Uses) valid_core = E
|
||||
if(E.reagents.total_volume) has_reagents = 1
|
||||
|
||||
if(!has_reagents)
|
||||
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
|
||||
return
|
||||
|
||||
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
|
||||
|
||||
update_mob()
|
||||
|
||||
if(valid_core)
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
G.reagents.trans_to(valid_core, G.reagents.total_volume)
|
||||
|
||||
//If there is still a core (sometimes it's used up)
|
||||
//and there are reagents left, behave normally
|
||||
|
||||
if(valid_core && valid_core.reagents && valid_core.reagents.total_volume)
|
||||
valid_core.reagents.trans_to(src,valid_core.reagents.total_volume)
|
||||
else
|
||||
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
||||
G.reagents.trans_to(src, G.reagents.total_volume)
|
||||
|
||||
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
|
||||
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
|
||||
steam.set_up(10, 0, get_turf(src))
|
||||
steam.attach(src)
|
||||
steam.start()
|
||||
|
||||
for(var/atom/A in view(affected_area, loc))
|
||||
if( A == src ) continue
|
||||
reagents.reaction(A, 1, 10)
|
||||
|
||||
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
|
||||
spawn(50) //To make sure all reagents can work
|
||||
del(src) //correctly before deleting the grenade.
|
||||
|
||||
|
||||
//I tried to just put it in the allowed_containers list but
|
||||
//if you do that it must have reagents. If you're going to
|
||||
//make a special case you might as well do it explicitly. -Sayu
|
||||
/obj/item/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/slime_extract) && stage == WIRED)
|
||||
user << "<span class='notice'>You add [I] to the assembly.</span>"
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
beakers += I
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/metalfoam
|
||||
name = "Metal-Foam Grenade"
|
||||
payload_name = "metal foam"
|
||||
desc = "Used for emergency sealing of air breaches."
|
||||
path = 1
|
||||
stage = 2
|
||||
stage = READY
|
||||
|
||||
New()
|
||||
..()
|
||||
@@ -195,72 +397,89 @@
|
||||
B2.reagents.add_reagent("foaming_agent", 10)
|
||||
B2.reagents.add_reagent("pacid", 10)
|
||||
|
||||
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
icon_state = initial(icon_state) +"_locked"
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/incendiary
|
||||
name = "Incendiary Grenade"
|
||||
payload_name = "incendiary"
|
||||
desc = "Used for clearing rooms of living things."
|
||||
path = 1
|
||||
stage = 2
|
||||
stage = READY
|
||||
|
||||
New()
|
||||
..()
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
||||
|
||||
B1.reagents.add_reagent("aluminum", 15)
|
||||
B1.reagents.add_reagent("fuel",20)
|
||||
B2.reagents.add_reagent("plasma", 15)
|
||||
B2.reagents.add_reagent("sacid", 15)
|
||||
B1.reagents.add_reagent("fuel",20)
|
||||
|
||||
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
||||
B1.reagents.add_reagent("aluminum", 25)
|
||||
B2.reagents.add_reagent("plasma", 25)
|
||||
B2.reagents.add_reagent("sacid", 25)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
icon_state = initial(icon_state) +"_locked"
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/antiweed
|
||||
name = "weedkiller grenade"
|
||||
payload_name = "weed killer"
|
||||
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
|
||||
path = 1
|
||||
stage = 2
|
||||
stage = READY
|
||||
|
||||
New()
|
||||
..()
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
||||
|
||||
B1.reagents.add_reagent("plantbgone", 25)
|
||||
B1.reagents.add_reagent("plantbgone", 30)
|
||||
B1.reagents.add_reagent("potassium", 20)
|
||||
B2.reagents.add_reagent("phosphorus", 20)
|
||||
B2.reagents.add_reagent("sugar", 20)
|
||||
B2.reagents.add_reagent("plantbgone", 10)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/cleaner
|
||||
payload_name = "cleaner"
|
||||
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
|
||||
stage = READY
|
||||
|
||||
New()
|
||||
..()
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
|
||||
|
||||
B1.reagents.add_reagent("fluorosurfactant", 40)
|
||||
B2.reagents.add_reagent("water", 40)
|
||||
B2.reagents.add_reagent("cleaner", 60)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/teargas
|
||||
payload_name = "teargas"
|
||||
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
|
||||
stage = READY
|
||||
|
||||
New()
|
||||
..()
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
||||
|
||||
B1.reagents.add_reagent("condensedcapsaicin", 25)
|
||||
B1.reagents.add_reagent("potassium", 25)
|
||||
B2.reagents.add_reagent("phosphorus", 25)
|
||||
B2.reagents.add_reagent("sugar", 25)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
icon_state = "grenade"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/grenade/chem_grenade/cleaner
|
||||
name = "Cleaner Grenade"
|
||||
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
|
||||
stage = 2
|
||||
path = 1
|
||||
|
||||
New()
|
||||
..()
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
||||
|
||||
B1.reagents.add_reagent("fluorosurfactant", 40)
|
||||
B2.reagents.add_reagent("water", 40)
|
||||
B2.reagents.add_reagent("cleaner", 10)
|
||||
|
||||
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
||||
|
||||
beakers += B1
|
||||
beakers += B2
|
||||
icon_state = initial(icon_state) +"_locked"
|
||||
#undef EMPTY
|
||||
#undef WIRED
|
||||
#undef READY
|
||||
@@ -7,7 +7,7 @@
|
||||
item_state = "flashbang"
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
flags = FPRINT | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
var/active = 0
|
||||
var/det_time = 50
|
||||
@@ -15,10 +15,12 @@
|
||||
/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
|
||||
if((CLUMSY in user.mutations) && prob(50))
|
||||
user << "<span class='warning'>Huh? How does this thing work?</span>"
|
||||
|
||||
activate(user)
|
||||
add_fingerprint(user)
|
||||
active = 1
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
spawn(5)
|
||||
if(user)
|
||||
user.drop_item()
|
||||
prime()
|
||||
return 0
|
||||
return 1
|
||||
@@ -54,41 +56,32 @@
|
||||
/obj/item/weapon/grenade/attack_self(mob/user as mob)
|
||||
if(!active)
|
||||
if(clown_check(user))
|
||||
user << "<span class='warning'>You prime \the [name]! [det_time/10] seconds!</span>"
|
||||
|
||||
activate(user)
|
||||
user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
|
||||
active = 1
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
add_fingerprint(user)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
|
||||
message_admins(log_str)
|
||||
log_game(log_str)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.throw_mode_on()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/proc/activate(mob/user as mob)
|
||||
if(active)
|
||||
return
|
||||
|
||||
if(user)
|
||||
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
active = 1
|
||||
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
|
||||
spawn(det_time)
|
||||
prime()
|
||||
return
|
||||
spawn(det_time)
|
||||
prime()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/proc/prime()
|
||||
// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T)
|
||||
T.hotspot_expose(700,125)
|
||||
|
||||
/obj/item/weapon/grenade/proc/update_mob()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.drop_from_inventory(src)
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(isscrewdriver(W))
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
switch(det_time)
|
||||
if ("1")
|
||||
det_time = 10
|
||||
@@ -104,12 +97,10 @@
|
||||
user << "<span class='notice'>You set the [name] for instant detonation.</span>"
|
||||
add_fingerprint(user)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/attack_hand()
|
||||
walk(src, null, null)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/attack_paw(mob/user as mob)
|
||||
return attack_hand(user)
|
||||
|
||||
@@ -3,21 +3,23 @@
|
||||
desc = "A small electronic device that should never exist."
|
||||
icon = 'icons/obj/assemblies/new_assemblies.dmi'
|
||||
icon_state = ""
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | CONDUCT
|
||||
w_class = 2.0
|
||||
m_amt = 100
|
||||
g_amt = 0
|
||||
w_amt = 0
|
||||
throwforce = 2
|
||||
throw_speed = 3
|
||||
throw_range = 10
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
var/bomb_name = "bomb" // used for naming bombs / mines
|
||||
|
||||
var/secured = 1
|
||||
var/list/attached_overlays = null
|
||||
var/obj/item/device/assembly_holder/holder = null
|
||||
var/cooldown = 0//To prevent spam
|
||||
var/wires = WIRE_RECEIVE | WIRE_PULSE
|
||||
var/datum/wires/connected = null // currently only used by timer/signaler
|
||||
|
||||
var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
|
||||
var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
|
||||
@@ -49,6 +51,8 @@
|
||||
interact(mob/user as mob) //Called when attack_self is called
|
||||
return
|
||||
|
||||
proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
|
||||
return "The trigger assembly looks broken!"
|
||||
|
||||
process_cooldown()
|
||||
cooldown--
|
||||
@@ -71,6 +75,8 @@
|
||||
holder.process_activation(src, 1, 0)
|
||||
if(holder && (wires & WIRE_PULSE_SPECIAL))
|
||||
holder.process_activation(src, 0, 1)
|
||||
// if(connected && (wires & WIRE_PULSE))
|
||||
// connected.Pulse(src)
|
||||
// if(radio && (wires & WIRE_RADIO_PULSE))
|
||||
//Not sure what goes here quite yet send signal?
|
||||
return 1
|
||||
@@ -104,7 +110,7 @@
|
||||
if((!A.secured) && (!secured))
|
||||
attach_assembly(A,user)
|
||||
return
|
||||
if(isscrewdriver(W))
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(toggle_secure())
|
||||
user << "\blue \The [src] is ready!"
|
||||
else
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
w_class = 3.0
|
||||
throw_speed = 2
|
||||
throw_range = 4
|
||||
flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary
|
||||
flags = FPRINT | CONDUCT //Copied this from old code, so this may or may not be necessary
|
||||
var/status = 0 //0 - not readied //1 - bomb finished with welder
|
||||
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
|
||||
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
|
||||
@@ -73,6 +73,19 @@
|
||||
if(bombassembly)
|
||||
bombassembly.HasProximity(AM)
|
||||
|
||||
/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
|
||||
if(bombassembly)
|
||||
bombassembly.Crossed(AM)
|
||||
|
||||
/obj/item/device/onetankbomb/on_found(mob/finder as mob) //for mousetraps
|
||||
if(bombassembly)
|
||||
bombassembly.on_found(finder)
|
||||
|
||||
/obj/item/device/onetankbomb/hear_talk(mob/living/M as mob, msg)
|
||||
if(bombassembly)
|
||||
bombassembly.hear_talk(M, msg)
|
||||
|
||||
|
||||
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
|
||||
|
||||
/obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
|
||||
|
||||
+26
-107
@@ -3,7 +3,7 @@
|
||||
icon = 'icons/obj/assemblies/new_assemblies.dmi'
|
||||
icon_state = "holder"
|
||||
item_state = "assembly"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | CONDUCT
|
||||
throwforce = 5
|
||||
w_class = 2.0
|
||||
throw_speed = 3
|
||||
@@ -12,19 +12,13 @@
|
||||
var/secured = 0
|
||||
var/obj/item/device/assembly/a_left = null
|
||||
var/obj/item/device/assembly/a_right = null
|
||||
var/obj/special_assembly = null
|
||||
|
||||
proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
|
||||
return
|
||||
|
||||
proc/attach_special(var/obj/O, var/mob/user)
|
||||
return
|
||||
|
||||
proc/process_activation(var/obj/item/device/D)
|
||||
return
|
||||
|
||||
proc/detached()
|
||||
return
|
||||
|
||||
|
||||
IsAssemblyHolder()
|
||||
@@ -46,23 +40,9 @@
|
||||
a_right = D2
|
||||
name = "[D.name]-[D2.name] assembly"
|
||||
update_icon()
|
||||
usr.put_in_hands(src)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
attach_special(var/obj/O, var/mob/user)
|
||||
if(!O) return
|
||||
if(!O.IsSpecialAssembly()) return 0
|
||||
|
||||
/* if(O:Attach_Holder())
|
||||
special_assembly = O
|
||||
update_icon()
|
||||
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
|
||||
*/
|
||||
return
|
||||
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
if(a_left)
|
||||
@@ -76,13 +56,6 @@
|
||||
if(master)
|
||||
master.update_icon()
|
||||
|
||||
/* if(special_assembly)
|
||||
special_assembly.update_icon()
|
||||
if(special_assembly:small_icon_state)
|
||||
src.overlays += special_assembly:small_icon_state
|
||||
for(var/O in special_assembly:small_icon_state_overlays)
|
||||
src.overlays += O
|
||||
*/
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
@@ -100,8 +73,6 @@
|
||||
a_left.HasProximity(AM)
|
||||
if(a_right)
|
||||
a_right.HasProximity(AM)
|
||||
if(special_assembly)
|
||||
special_assembly.HasProximity(AM)
|
||||
|
||||
|
||||
Crossed(atom/movable/AM as mob|obj)
|
||||
@@ -109,43 +80,52 @@
|
||||
a_left.Crossed(AM)
|
||||
if(a_right)
|
||||
a_right.Crossed(AM)
|
||||
if(special_assembly)
|
||||
special_assembly.Crossed(AM)
|
||||
|
||||
|
||||
on_found(mob/finder as mob)
|
||||
if(a_left)
|
||||
a_left.on_found(finder)
|
||||
if(a_right)
|
||||
a_right.on_found(finder)
|
||||
if(special_assembly)
|
||||
if(istype(special_assembly, /obj/item))
|
||||
var/obj/item/S = special_assembly
|
||||
S.on_found(finder)
|
||||
|
||||
|
||||
Move()
|
||||
..()
|
||||
hear_talk(mob/living/M as mob, msg)
|
||||
if(a_left)
|
||||
a_left.hear_talk(M, msg)
|
||||
if(a_right)
|
||||
a_right.hear_talk(M, msg)
|
||||
|
||||
proc/process_movement() // infrared beams and prox sensors
|
||||
if(a_left && a_right)
|
||||
a_left.holder_movement()
|
||||
a_right.holder_movement()
|
||||
// if(special_assembly)
|
||||
// special_assembly:holder_movement()
|
||||
|
||||
Move()
|
||||
..()
|
||||
process_movement()
|
||||
return
|
||||
|
||||
pickup()
|
||||
..()
|
||||
process_movement()
|
||||
|
||||
Bump()
|
||||
..()
|
||||
process_movement()
|
||||
|
||||
throw_impact() // called when a throw stops
|
||||
..()
|
||||
process_movement()
|
||||
|
||||
attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
|
||||
if(a_left && a_right)
|
||||
a_left.holder_movement()
|
||||
a_right.holder_movement()
|
||||
// if(special_assembly)
|
||||
// special_assembly:Holder_Movement()
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(isscrewdriver(W))
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(!a_left || !a_right)
|
||||
user << "\red BUG:Assembly part missing, please report this!"
|
||||
return
|
||||
@@ -158,8 +138,6 @@
|
||||
user << "\blue \The [src] can now be taken apart!"
|
||||
update_icon()
|
||||
return
|
||||
else if(W.IsSpecialAssembly())
|
||||
attach_special(W, user)
|
||||
else
|
||||
..()
|
||||
return
|
||||
@@ -177,10 +155,8 @@
|
||||
if("Right") a_right.attack_self(user)
|
||||
return
|
||||
else
|
||||
if(!istype(a_left,/obj/item/device/assembly/igniter))
|
||||
a_left.attack_self(user)
|
||||
if(!istype(a_right,/obj/item/device/assembly/igniter))
|
||||
a_right.attack_self(user)
|
||||
a_left.attack_self(user)
|
||||
a_right.attack_self(user)
|
||||
else
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T) return 0
|
||||
@@ -197,8 +173,6 @@
|
||||
|
||||
process_activation(var/obj/D, var/normal = 1, var/special = 1)
|
||||
if(!D) return 0
|
||||
if(!secured)
|
||||
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
|
||||
if((normal) && (a_right) && (a_left))
|
||||
if(a_right != D)
|
||||
a_right.pulsed(0)
|
||||
@@ -206,9 +180,6 @@
|
||||
a_left.pulsed(0)
|
||||
if(master)
|
||||
master.receive_signal()
|
||||
// if(special && special_assembly)
|
||||
// if(!special_assembly == D)
|
||||
// special_assembly.dothings()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -217,58 +188,6 @@
|
||||
|
||||
|
||||
|
||||
/obj/item/device/assembly_holder/timer_igniter
|
||||
name = "timer-igniter assembly"
|
||||
|
||||
New()
|
||||
..()
|
||||
|
||||
var/obj/item/device/assembly/igniter/ign = new(src)
|
||||
ign.secured = 1
|
||||
ign.holder = src
|
||||
var/obj/item/device/assembly/timer/tmr = new(src)
|
||||
tmr.time=5
|
||||
tmr.secured = 1
|
||||
tmr.holder = src
|
||||
processing_objects.Add(tmr)
|
||||
a_left = tmr
|
||||
a_right = ign
|
||||
secured = 1
|
||||
update_icon()
|
||||
name = initial(name) + " ([tmr.time] secs)"
|
||||
|
||||
loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
|
||||
|
||||
detached()
|
||||
loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
|
||||
..()
|
||||
|
||||
verb/configure()
|
||||
set name = "Set Timer"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if ( !(usr.stat || usr.restrained()) )
|
||||
var/obj/item/device/assembly_holder/holder
|
||||
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
|
||||
var/obj/item/weapon/grenade/chem_grenade/gren = src
|
||||
holder=gren.detonator
|
||||
var/obj/item/device/assembly/timer/tmr = holder.a_left
|
||||
if(!istype(tmr,/obj/item/device/assembly/timer))
|
||||
tmr = holder.a_right
|
||||
if(!istype(tmr,/obj/item/device/assembly/timer))
|
||||
usr << "<span class='notice'>This detonator has no timer.</span>"
|
||||
return
|
||||
|
||||
if(tmr.timing)
|
||||
usr << "<span class='notice'>Clock is ticking already.</span>"
|
||||
else
|
||||
var/ntime = input("Enter desired time in seconds", "Time", "5") as num
|
||||
if (ntime>0 && ntime<1000)
|
||||
tmr.time = ntime
|
||||
name = initial(name) + "([tmr.time] secs)"
|
||||
usr << "<span class='notice'>Timer set to [tmr.time] seconds.</span>"
|
||||
else
|
||||
usr << "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>"
|
||||
else
|
||||
usr << "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>"
|
||||
|
||||
@@ -4,32 +4,15 @@
|
||||
icon_state = "igniter"
|
||||
m_amt = 500
|
||||
g_amt = 50
|
||||
w_amt = 10
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
secured = 1
|
||||
wires = WIRE_RECEIVE
|
||||
describe()
|
||||
return "The igniter is [secured?"secured.":"unsecured."]"
|
||||
|
||||
activate()
|
||||
if(!..()) return 0//Cooldown check
|
||||
|
||||
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
|
||||
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
|
||||
grenade.prime()
|
||||
else
|
||||
var/turf/location = get_turf(loc)
|
||||
if(location)
|
||||
location.hotspot_expose(1000,1000)
|
||||
if (istype(src.loc,/obj/item/device/assembly_holder))
|
||||
if (istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank/))
|
||||
var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc
|
||||
if (tank && tank.modded)
|
||||
tank.explode()
|
||||
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
|
||||
var/turf/location = get_turf(loc)
|
||||
if(location) location.hotspot_expose(1000,1000)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -6,10 +6,9 @@
|
||||
icon_state = "infrared"
|
||||
m_amt = 1000
|
||||
g_amt = 500
|
||||
w_amt = 100
|
||||
origin_tech = "magnets=2"
|
||||
|
||||
wires = WIRE_PULSE
|
||||
bomb_name = "tripwire mine"
|
||||
|
||||
secured = 0
|
||||
|
||||
@@ -20,6 +19,8 @@
|
||||
proc
|
||||
trigger_beam()
|
||||
|
||||
describe()
|
||||
return "The infrared trigger is [on?"on":"off"]."
|
||||
|
||||
activate()
|
||||
if(!..()) return 0//Cooldown check
|
||||
@@ -57,9 +58,19 @@
|
||||
if(first)
|
||||
del(first)
|
||||
return
|
||||
|
||||
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
|
||||
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
|
||||
if(first || !secured) return
|
||||
var/turf/T = null
|
||||
if(istype(loc,/turf))
|
||||
T = loc
|
||||
else if (holder)
|
||||
if (istype(holder.loc,/turf))
|
||||
T = holder.loc
|
||||
else if (holder.master && istype(holder.master.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
|
||||
T = holder.loc.loc
|
||||
else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
|
||||
T = loc.loc
|
||||
if(T)
|
||||
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
|
||||
I.master = src
|
||||
I.density = 1
|
||||
I.dir = dir
|
||||
@@ -94,7 +105,6 @@
|
||||
|
||||
holder_movement()
|
||||
if(!holder) return 0
|
||||
// dir = holder.dir
|
||||
del(first)
|
||||
return 1
|
||||
|
||||
@@ -102,8 +112,7 @@
|
||||
trigger_beam()
|
||||
if((!secured)||(!on)||(cooldown > 0)) return 0
|
||||
pulse(0)
|
||||
if(!holder)
|
||||
visible_message("\icon[src] *beep* *beep*")
|
||||
visible_message("\icon[src] *beep* *beep*")
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
@@ -114,6 +123,8 @@
|
||||
if(!secured) return
|
||||
user.set_machine(src)
|
||||
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
|
||||
if(holder)
|
||||
dat += "<BR>Beam direction: [dir2text(dir)] <A href='?src=\ref[src];rotate=-1'>Counter-clockwise</A> | <A href='?src=\ref[src];rotate=1'>Clockwise</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
user << browse(dat, "window=infra")
|
||||
@@ -128,6 +139,17 @@
|
||||
onclose(usr, "infra")
|
||||
return
|
||||
|
||||
if(href_list["rotate"])
|
||||
switch(href_list["rotate"])
|
||||
if("-1")
|
||||
dir = turn(dir,90)
|
||||
update_icon()
|
||||
del(first)
|
||||
if("1")
|
||||
dir = turn(dir,-90)
|
||||
update_icon()
|
||||
del(first)
|
||||
|
||||
if(href_list["state"])
|
||||
on = !(on)
|
||||
update_icon()
|
||||
@@ -170,7 +192,7 @@
|
||||
var/visible = 0.0
|
||||
var/left = null
|
||||
anchored = 1.0
|
||||
flags = TABLEPASS
|
||||
flags = 0
|
||||
|
||||
|
||||
/obj/effect/beam/i_beam/proc/hit()
|
||||
|
||||
@@ -3,16 +3,32 @@
|
||||
desc = "A handy little spring-loaded trap for catching pesty rodents."
|
||||
icon_state = "mousetrap"
|
||||
m_amt = 100
|
||||
w_amt = 10
|
||||
origin_tech = "combat=1"
|
||||
var/armed = 0
|
||||
|
||||
bomb_name = "contact mine"
|
||||
|
||||
examine()
|
||||
..()
|
||||
if(armed)
|
||||
usr << "It looks like it's armed."
|
||||
|
||||
activate()
|
||||
if(..())
|
||||
armed = !armed
|
||||
if(!armed)
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/user = usr
|
||||
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
|
||||
user << "Your hand slips, setting off the trigger."
|
||||
pulse(0)
|
||||
update_icon()
|
||||
if(usr)
|
||||
playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
|
||||
|
||||
describe()
|
||||
return "The pressure switch is [armed?"primed":"safe"]."
|
||||
|
||||
update_icon()
|
||||
if(armed)
|
||||
icon_state = "mousetraparmed"
|
||||
@@ -37,14 +53,12 @@
|
||||
affecting = H.get_organ(type)
|
||||
H.Stun(3)
|
||||
if(affecting)
|
||||
if(affecting.take_damage(1, 0))
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
else if(ismouse(target))
|
||||
var/mob/living/simple_animal/mouse/M = target
|
||||
visible_message("\red <b>SPLAT!</b>")
|
||||
M.splat()
|
||||
playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
armed = 0
|
||||
update_icon()
|
||||
pulse(0)
|
||||
@@ -81,7 +95,7 @@
|
||||
..()
|
||||
|
||||
|
||||
Crossed(AM as mob|obj)
|
||||
Crossed(var/atom/movable/AM as mob|obj)
|
||||
if(armed)
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/H = AM
|
||||
@@ -89,7 +103,9 @@
|
||||
triggered(H)
|
||||
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
|
||||
"<span class='warning'>You accidentally step on [src]</span>")
|
||||
if(ismouse(AM))
|
||||
else if(ismouse(AM))
|
||||
triggered(AM)
|
||||
else if(AM.density) // For mousetrap grenades, set off by anything heavy
|
||||
triggered(AM)
|
||||
..()
|
||||
|
||||
@@ -112,4 +128,4 @@
|
||||
|
||||
/obj/item/device/assembly/mousetrap/armed
|
||||
icon_state = "mousetraparmed"
|
||||
armed = 1
|
||||
armed = 1
|
||||
|
||||
@@ -4,23 +4,24 @@
|
||||
icon_state = "prox"
|
||||
m_amt = 800
|
||||
g_amt = 200
|
||||
w_amt = 50
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
wires = WIRE_PULSE
|
||||
|
||||
secured = 0
|
||||
|
||||
bomb_name = "proximity mine"
|
||||
|
||||
var/scanning = 0
|
||||
var/timing = 0
|
||||
var/time = 10
|
||||
|
||||
var/range = 2
|
||||
|
||||
proc
|
||||
toggle_scan()
|
||||
sense()
|
||||
|
||||
describe()
|
||||
if(timing)
|
||||
return "\blue The proximity sensor is arming."
|
||||
return "The proximity sensor is [scanning?"armed":"disarmed"]."
|
||||
|
||||
activate()
|
||||
if(!..()) return 0//Cooldown check
|
||||
@@ -48,13 +49,9 @@
|
||||
|
||||
|
||||
sense()
|
||||
var/turf/mainloc = get_turf(src)
|
||||
// if(scanning && cooldown <= 0)
|
||||
// mainloc.visible_message("\icon[src] *boop* *boop*", "*boop* *boop*")
|
||||
if((!holder && !secured)||(!scanning)||(cooldown > 0)) return 0
|
||||
if((!secured)||(!scanning)||(cooldown > 0)) return 0
|
||||
pulse(0)
|
||||
if(!holder)
|
||||
mainloc.visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
|
||||
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
@@ -62,12 +59,6 @@
|
||||
|
||||
|
||||
process()
|
||||
if(scanning)
|
||||
var/turf/mainloc = get_turf(src)
|
||||
for(var/mob/living/A in range(range,mainloc))
|
||||
if (A.move_speed < 12)
|
||||
sense()
|
||||
|
||||
if(timing && (time >= 0))
|
||||
time--
|
||||
if(timing && time <= 0)
|
||||
@@ -102,9 +93,6 @@
|
||||
attached_overlays += "prox_scanning"
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
|
||||
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
|
||||
grenade.primed(scanning)
|
||||
return
|
||||
|
||||
|
||||
@@ -113,6 +101,9 @@
|
||||
sense()
|
||||
return
|
||||
|
||||
holder_movement()
|
||||
sense()
|
||||
|
||||
|
||||
interact(mob/user as mob)//TODO: Change this to the wires thingy
|
||||
if(!secured)
|
||||
@@ -121,7 +112,6 @@
|
||||
var/second = time % 60
|
||||
var/minute = (time - second) / 60
|
||||
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
|
||||
dat += text("<BR>Range: <A href='?src=\ref[];range=-1'>-</A> [] <A href='?src=\ref[];range=1'>+</A>", src, range, src)
|
||||
dat += "<BR><A href='?src=\ref[src];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
@@ -149,11 +139,6 @@
|
||||
time += tp
|
||||
time = min(max(round(time), 0), 600)
|
||||
|
||||
if(href_list["range"])
|
||||
var/r = text2num(href_list["range"])
|
||||
range += r
|
||||
range = min(max(range, 1), 5)
|
||||
|
||||
if(href_list["close"])
|
||||
usr << browse(null, "window=prox")
|
||||
return
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
/obj/item/assembly/shock_kit
|
||||
name = "electrohelmet assembly"
|
||||
desc = "This appears to be made from both an electropack and a helmet."
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
icon_state = "shock_kit"
|
||||
var/obj/item/clothing/head/helmet/part1 = null
|
||||
var/obj/item/device/radio/electropack/part2 = null
|
||||
var/status = 0
|
||||
w_class = 5.0
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | CONDUCT
|
||||
|
||||
/obj/item/assembly/shock_kit/Del()
|
||||
del(part1)
|
||||
|
||||
@@ -5,25 +5,27 @@
|
||||
item_state = "signaler"
|
||||
m_amt = 1000
|
||||
g_amt = 200
|
||||
w_amt = 100
|
||||
origin_tech = "magnets=1"
|
||||
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
|
||||
|
||||
secured = 1
|
||||
var/receiving = 0
|
||||
|
||||
bomb_name = "remote-control bomb"
|
||||
|
||||
var/code = 30
|
||||
var/frequency = 1457
|
||||
var/delay = 0
|
||||
var/airlock_wire = null
|
||||
var/datum/radio_frequency/radio_connection
|
||||
var/deadman = 0
|
||||
var/airlock_wire = null
|
||||
|
||||
New()
|
||||
..()
|
||||
spawn(40)
|
||||
set_frequency(frequency)
|
||||
return
|
||||
|
||||
describe()
|
||||
return "\The [src]'s power light is [receiving?"on":"off"]"
|
||||
|
||||
activate()
|
||||
if(cooldown > 0) return 0
|
||||
@@ -49,6 +51,7 @@
|
||||
<TT>
|
||||
|
||||
<A href='byond://?src=\ref[src];send=1'>Send Signal</A><BR>
|
||||
Reciever is <A href='byond://?src=\ref[src];receive=1'>[receiving?"on":"off"]</A><BR>
|
||||
<B>Frequency/Code</B> for signaler:<BR>
|
||||
Frequency:
|
||||
<A href='byond://?src=\ref[src];freq=-10'>-</A>
|
||||
@@ -89,6 +92,8 @@
|
||||
src.code = round(src.code)
|
||||
src.code = min(100, src.code)
|
||||
src.code = max(1, src.code)
|
||||
if(href_list["receive"])
|
||||
receiving = !receiving
|
||||
|
||||
if(href_list["send"])
|
||||
spawn( 0 )
|
||||
@@ -108,16 +113,13 @@
|
||||
signal.encryption = code
|
||||
signal.data["message"] = "ACTIVATE"
|
||||
radio_connection.post_signal(src, signal)
|
||||
return
|
||||
/*
|
||||
for(var/obj/item/device/assembly/signaler/S in world)
|
||||
if(!S) continue
|
||||
if(S == src) continue
|
||||
if((S.frequency == src.frequency) && (S.code == src.code))
|
||||
spawn(0)
|
||||
if(S) S.pulse(0)
|
||||
return 0*/
|
||||
|
||||
var/time = time2text(world.realtime,"hh:mm:ss")
|
||||
var/turf/T = get_turf(src)
|
||||
if(usr)
|
||||
lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
|
||||
|
||||
return
|
||||
|
||||
pulse(var/radio = 0)
|
||||
if(istype(src.loc, /obj/machinery/door/airlock) && src.airlock_wire && src.wires)
|
||||
@@ -129,16 +131,17 @@
|
||||
..(radio)
|
||||
return 1
|
||||
|
||||
|
||||
receive_signal(datum/signal/signal)
|
||||
if(!signal) return 0
|
||||
if(signal.encryption != code) return 0
|
||||
if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
|
||||
pulse(1)
|
||||
if( !receiving || !signal )
|
||||
return 0
|
||||
|
||||
if(!holder)
|
||||
for(var/mob/O in hearers(1, src.loc))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
if(signal.encryption != code)
|
||||
return 0
|
||||
if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
|
||||
|
||||
pulse(1)
|
||||
for(var/mob/O in hearers(1, src.loc))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
return
|
||||
|
||||
|
||||
@@ -152,28 +155,6 @@
|
||||
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
|
||||
return
|
||||
|
||||
process()
|
||||
if(!deadman)
|
||||
processing_objects.Remove(src)
|
||||
var/mob/M = src.loc
|
||||
if(!M || !ismob(M))
|
||||
if(prob(5))
|
||||
signal()
|
||||
deadman = 0
|
||||
processing_objects.Remove(src)
|
||||
else if(prob(5))
|
||||
M.visible_message("[M]'s finger twitches a bit over [src]'s signal button!")
|
||||
return
|
||||
|
||||
verb/deadman_it()
|
||||
set src in usr
|
||||
set name = "Threaten to push the button!"
|
||||
set desc = "BOOOOM!"
|
||||
deadman = 1
|
||||
processing_objects.Add(src)
|
||||
usr.visible_message("\red [usr] moves their finger over [src]'s signal button...")
|
||||
|
||||
|
||||
// Embedded signaller used in anomalies.
|
||||
/obj/item/device/assembly/signaler/anomaly
|
||||
name = "anomaly core"
|
||||
|
||||
@@ -4,25 +4,28 @@
|
||||
icon_state = "timer"
|
||||
m_amt = 500
|
||||
g_amt = 50
|
||||
w_amt = 10
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
wires = WIRE_PULSE
|
||||
|
||||
secured = 0
|
||||
|
||||
bomb_name = "time bomb"
|
||||
|
||||
var/timing = 0
|
||||
var/time = 10
|
||||
var/repeat = 0
|
||||
var/set_time = 10
|
||||
|
||||
proc
|
||||
timer_end()
|
||||
|
||||
describe()
|
||||
if(timing)
|
||||
return "The timer is counting down from [time]!"
|
||||
return "The timer is set for [time] seconds."
|
||||
|
||||
activate()
|
||||
if(!..()) return 0//Cooldown check
|
||||
|
||||
timing = !timing
|
||||
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
@@ -39,10 +42,9 @@
|
||||
|
||||
|
||||
timer_end()
|
||||
if(!secured) return 0
|
||||
if((!secured)||(cooldown > 0)) return 0
|
||||
pulse(0)
|
||||
if(!holder)
|
||||
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
|
||||
loc.visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
@@ -53,9 +55,9 @@
|
||||
if(timing && (time > 0))
|
||||
time--
|
||||
if(timing && time <= 0)
|
||||
timing = 0
|
||||
timing = repeat
|
||||
timer_end()
|
||||
time = 10
|
||||
time = set_time
|
||||
return
|
||||
|
||||
|
||||
@@ -76,9 +78,24 @@
|
||||
return 0
|
||||
var/second = time % 60
|
||||
var/minute = (time - second) / 60
|
||||
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
var/set_second = set_time % 60
|
||||
var/set_minute = (set_time - set_second) / 60
|
||||
if(second < 10) second = "0[second]"
|
||||
if(set_second < 10) set_second = "0[set_second]"
|
||||
|
||||
var/dat = {"
|
||||
<TT>
|
||||
<center><h2>Timing Unit</h2>
|
||||
[minute]:[second] <a href='?src=\ref[src];time=1'>[timing?"Stop":"Start"]</a> <a href='?src=\ref[src];reset=1'>Reset</a><br>
|
||||
Repeat: <a href='?src=\ref[src];repeat=1'>[repeat?"On":"Off"]</a><br>
|
||||
Timer set for
|
||||
<A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> [set_minute]:[set_second] <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>
|
||||
</center>
|
||||
</TT>
|
||||
<BR><BR>
|
||||
<A href='?src=\ref[src];refresh=1'>Refresh</A>
|
||||
<BR><BR>
|
||||
<A href='?src=\ref[src];close=1'>Close</A>"}
|
||||
user << browse(dat, "window=timer")
|
||||
onclose(user, "timer")
|
||||
return
|
||||
@@ -92,13 +109,20 @@
|
||||
return
|
||||
|
||||
if(href_list["time"])
|
||||
timing = text2num(href_list["time"])
|
||||
timing = !timing
|
||||
update_icon()
|
||||
if(href_list["reset"])
|
||||
time = set_time
|
||||
|
||||
if(href_list["repeat"])
|
||||
repeat = !repeat
|
||||
|
||||
if(href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
time += tp
|
||||
time = min(max(round(time), 0), 600)
|
||||
set_time += tp
|
||||
set_time = min(max(round(set_time), 5), 600)
|
||||
if(!timing)
|
||||
time = set_time
|
||||
|
||||
if(href_list["close"])
|
||||
usr << browse(null, "window=timer")
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
/obj/item/device/assembly/voice
|
||||
name = "voice analyzer"
|
||||
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
|
||||
icon_state = "voice"
|
||||
m_amt = 500
|
||||
g_amt = 50
|
||||
origin_tech = "magnets=1"
|
||||
var/listening = 0
|
||||
var/recorded = null //the activation message
|
||||
|
||||
bomb_name = "voice-activated bomb"
|
||||
|
||||
describe()
|
||||
if(recorded || listening)
|
||||
return "A meter on [src] flickers with every nearby sound."
|
||||
else
|
||||
return "[src] is deactivated."
|
||||
|
||||
hear_talk(mob/living/M as mob, msg)
|
||||
if(listening)
|
||||
recorded = msg
|
||||
listening = 0
|
||||
var/turf/T = get_turf(src) //otherwise it won't work in hand
|
||||
T.visible_message("\icon[src] beeps, \"Activation message is '[recorded]'.\"")
|
||||
else
|
||||
if(findtext(msg, recorded))
|
||||
pulse(0)
|
||||
|
||||
activate()
|
||||
return // previously this toggled listning when not in a holder, that's a little silly. It was only called in attack_self that way.
|
||||
|
||||
|
||||
attack_self(mob/user)
|
||||
if(!user || !secured) return 0
|
||||
|
||||
listening = !listening
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("\icon[src] beeps, \"[listening ? "Now" : "No longer"] recording input.\"")
|
||||
return 1
|
||||
|
||||
|
||||
toggle_secure()
|
||||
. = ..()
|
||||
listening = 0
|
||||
@@ -78,13 +78,13 @@ emp_act
|
||||
update_icons()
|
||||
src << "\blue Your [C.name] was disrupted!"
|
||||
Stun(2)
|
||||
|
||||
/*
|
||||
if(istype(equipped(),/obj/item/device/assembly/signaler))
|
||||
var/obj/item/device/assembly/signaler/signaler = equipped()
|
||||
if(signaler.deadman && prob(80))
|
||||
src.visible_message("\red [src] triggers their deadman's switch!")
|
||||
signaler.signal()
|
||||
|
||||
*/
|
||||
return
|
||||
//END TASER NERF
|
||||
|
||||
|
||||
@@ -45,13 +45,13 @@
|
||||
Stun(2)
|
||||
|
||||
flash_weak_pain()
|
||||
|
||||
/*
|
||||
if(istype(equipped(),/obj/item/device/assembly/signaler))
|
||||
var/obj/item/device/assembly/signaler/signaler = equipped()
|
||||
if(signaler.deadman && prob(80))
|
||||
src.visible_message("\red [src] triggers their deadman's switch!")
|
||||
signaler.signal()
|
||||
|
||||
*/
|
||||
var/absorb = run_armor_check(def_zone, P.flag)
|
||||
if(absorb >= 2)
|
||||
P.on_hit(src,2)
|
||||
|
||||
Reference in New Issue
Block a user