Sayu grenade and assembly update

This commit is contained in:
ZomgPonies
2013-11-04 14:31:58 -05:00
parent cc437cbd4b
commit 13985d2f4f
18 changed files with 1520 additions and 463 deletions
@@ -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)