mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Fixes issue 521.
Fixes issue 676. Fixes issue 700. Fixes issue 753. Fixes issue 754. Fixes issue 755. Additionally I slightly cleaned up grenade code and stunglove code, and removed mustardbomb.dm (because it was fucking awful). THIS BUGFIX TRAIN AIN'T STOPPIN' Thanks QualityVan for the issue 521 fix, and thanks Nodrak & Tobba for pointing out my dumbness for issues 753 & 754 respectively. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4382 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -13,11 +13,16 @@
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var/list/beakers = new/list()
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var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
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var/affected_area = 3
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New()
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var/datum/reagents/R = new/datum/reagents(1000)
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reagents = R
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R.my_atom = src
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attack_self(mob/user as mob)
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if(stage > 1)
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..()
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attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
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if(istype(W,/obj/item/device/assembly_holder) && !stage && path != 2)
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@@ -1,7 +1,6 @@
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/obj/item/weapon/grenade
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var/det_time = 50
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desc = "It is set to detonate in 5 seconds."
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name = "grenade"
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desc = "A hand held grenade, with an adjustable timer."
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w_class = 2.0
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icon = 'icons/obj/grenade.dmi'
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icon_state = "grenade"
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@@ -11,80 +10,94 @@
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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var/active = 0
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var/det_time = 50
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proc/clown_check(var/mob/living/user)
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if((CLUMSY in user.mutations) && prob(50))
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user << "\red Huh? How does this thing work?!"
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src.active = 1
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src.icon_state = initial(icon_state) + "_active"
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playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
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spawn(5)
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src.prime()
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return 0
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return 1
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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if((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>Huh? How does this thing work?</span>"
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active = 1
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icon_state = initial(icon_state) + "_active"
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playsound(loc, 'armbomb.ogg', 75, 1, -3)
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spawn(5)
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if(user)
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user.drop_item()
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prime()
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return 0
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return 1
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/* afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
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if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
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if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
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user << "\red You prime the [name]! [det_time/10] seconds!"
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src.active = 1
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src.icon_state = initial(icon_state) + "_active"
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playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
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spawn(src.det_time)
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src.prime()
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/*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
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if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
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if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
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user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
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active = 1
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icon_state = initial(icon_state) + "_active"
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playsound(loc, 'armbomb.ogg', 75, 1, -3)
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spawn(det_time)
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prime()
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return
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user.dir = get_dir(user, target)
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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return*/
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/obj/item/weapon/grenade/examine()
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set src in usr
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usr << desc
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if(det_time > 1)
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usr << "The timer is set to [det_time/10] seconds."
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return
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usr << "\The [src] is set for instant detonation."
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/obj/item/weapon/grenade/attack_self(mob/user as mob)
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if(!active)
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if(clown_check(user))
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user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
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active = 1
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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if(user)
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user.drop_item()
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prime()
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return
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user.dir = get_dir(user, target)
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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return*/
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return
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attack_self(mob/user as mob)
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if(!active)
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if(clown_check(user))
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user << "\red You prime the [name]! [det_time/10] seconds!"
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src.active = 1
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src.icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(src.det_time)
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src.prime()
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return
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return
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/obj/item/weapon/grenade/proc/prime()
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playsound(loc, 'Welder2.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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T.hotspot_expose(700,125)
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proc/prime()
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playsound(src.loc, 'Welder2.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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T.hotspot_expose(700,125)
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/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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switch(det_time)
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if ("1")
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det_time = 30
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user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
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if ("30")
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det_time = 100
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user << "<span class='notice'>You set the [name] for 10 second detonation time.</span>"
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if ("100")
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det_time = 1
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user << "<span class='notice'>You set the [name] for instant detonation.</span>"
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add_fingerprint(user)
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..()
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return
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/obj/item/weapon/grenade/attack_hand()
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walk(src, null, null)
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..()
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (isscrewdriver(W))
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switch(src.det_time)
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if ("1")
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src.det_time = 30
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user.show_message("\blue You set the [name] for 3 second detonation time.")
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if ("30")
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src.det_time = 100
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user.show_message("\blue You set the [name] for 10 second detonation time.")
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if ("100")
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src.det_time = 1
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user.show_message("\blue You set the [name] for instant detonation.")
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src.add_fingerprint(user)
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src.desc = "It is set to detonate [det_time-1 ? "in [det_time/10] seconds." : "instantly."]"
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..()
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return
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attack_hand()
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walk(src, null, null)
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..()
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return
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attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/grenade/attack_paw(mob/user as mob)
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return attack_hand(user)
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@@ -1,32 +0,0 @@
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/obj/item/weapon/grenade/mustardbomb
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desc = "It is set to detonate in 4 seconds."
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name = "mustard gas bomb"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "flashbang"
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det_time = 40.0
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item_state = "flashbang"
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var/datum/effect/effect/system/mustard_gas_spread/mustard_gas
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New()
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..()
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src.mustard_gas = new /datum/effect/effect/system/mustard_gas_spread
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src.mustard_gas.attach(src)
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src.mustard_gas.set_up(5, 0, usr.loc)
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prime()
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playsound(src.loc, 'smoke.ogg', 50, 1, -3)
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spawn(0)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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for(var/obj/effect/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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sleep(100)
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del(src)
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return
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@@ -27,14 +27,15 @@
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(cell)
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cell.updateicon()
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cell.loc = get_turf(src.loc)
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cell = 0
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cell = null
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user << "You cut the cell away from [src]."
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update_icon()
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return
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if(wired) //wires disappear into the void because fuck that shit
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wired = 0
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siemens_coefficient = siemens_coefficient_archived
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siemens_coefficient = initial(siemens_coefficient)
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user << "You cut the wires away from [src]."
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update_icon()
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..()
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@@ -46,7 +47,4 @@
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if(wired)
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overlays += "gloves_wire"
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if(cell)
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overlays += "gloves_cell"
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/obj/item/clothing/gloves/New()
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siemens_coefficient_archived = siemens_coefficient
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overlays += "gloves_cell"
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@@ -245,12 +245,12 @@
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var/mob/living/carbon/C = M
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if(watertemp == "freezing")
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C.bodytemperature = min(100, C.bodytemperature - 80)
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C.bodytemperature = max(80, C.bodytemperature - 80)
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C << "<span class='warning'>The water is freezing!</span>"
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return
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if(watertemp == "boiling")
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C.bodytemperature = max(500, C.bodytemperature + 35)
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C.adjustFireLoss(10)
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C.bodytemperature = min(500, C.bodytemperature + 35)
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C.adjustFireLoss(5)
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C << "<span class='danger'>The water is searing!</span>"
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return
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