diff --git a/code/datums/wires/syndicatebomb.dm b/code/datums/wires/syndicatebomb.dm index d1fe6217058..616429b8cd8 100644 --- a/code/datums/wires/syndicatebomb.dm +++ b/code/datums/wires/syndicatebomb.dm @@ -1,5 +1,5 @@ /datum/wires/syndicatebomb - random = 1 + random = TRUE holder_type = /obj/machinery/syndicatebomb wire_count = 5 @@ -13,83 +13,90 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if switch(index) if(WIRE_BOOM) return "Explode" - + if(WIRE_UNBOLT) return "Unbolt" - + if(WIRE_DELAY) return "Delay" - + if(WIRE_PROCEED) return "Proceed" - + if(WIRE_ACTIVATE) return "Activate" /datum/wires/syndicatebomb/CanUse(mob/living/L) var/obj/machinery/syndicatebomb/P = holder if(P.open_panel) - return 1 - return 0 + return TRUE + return FALSE /datum/wires/syndicatebomb/UpdatePulsed(index) - var/obj/machinery/syndicatebomb/P = holder + var/obj/machinery/syndicatebomb/B = holder switch(index) if(WIRE_BOOM) - if(P.active) - P.loc.visible_message("[bicon(holder)] An alarm sounds! It's go-") - P.timer = 0 + if(B.active) + holder.visible_message("[bicon(B)] An alarm sounds! It's go-") + B.explode_now = TRUE if(WIRE_UNBOLT) - P.loc.visible_message("[bicon(holder)] The bolts spin in place for a moment.") + holder.visible_message("[bicon(holder)] The bolts spin in place for a moment.") if(WIRE_DELAY) - playsound(P.loc, 'sound/machines/chime.ogg', 30, 1) - P.loc.visible_message("[bicon(holder)] The bomb chirps.") - P.timer += 10 - if(WIRE_PROCEED) - playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1) - P.loc.visible_message("[bicon(holder)] The bomb buzzes ominously!") - if(P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them - P.timer = 60 - if(P.timer >= 21) - P.timer -= 10 - else if(P.timer >= 11) //both to prevent negative timers and to have a little mercy - P.timer = 10 - if(WIRE_ACTIVATE) - if(!P.active && !P.defused) - playsound(P.loc, 'sound/machines/click.ogg', 30, 1) - P.loc.visible_message("[bicon(holder)] You hear the bomb start ticking!") - P.active = 1 - P.icon_state = "[initial(P.icon_state)]-active[P.open_panel ? "-wires" : ""]" + if(B.delayedbig) + holder.visible_message("[bicon(B)] The bomb has already been delayed.") else - P.loc.visible_message("[bicon(holder)] The bomb seems to hesitate for a moment.") - P.timer += 5 + holder.visible_message("[bicon(B)] The bomb chirps.") + playsound(B, 'sound/machines/chime.ogg', 30, 1) + B.detonation_timer += 300 + B.delayedbig = TRUE + if(WIRE_PROCEED) + holder.visible_message("[bicon(B)] The bomb buzzes ominously!") + playsound(B, 'sound/machines/buzz-sigh.ogg', 30, 1) + var/seconds = B.seconds_remaining() + if(seconds >= 61) // Long fuse bombs can suddenly become more dangerous if you tinker with them. + B.detonation_timer = world.time + 600 + else if(seconds >= 21) + B.detonation_timer -= 100 + else if(seconds >= 11) // Both to prevent negative timers and to have a little mercy. + B.detonation_timer = world.time + 100 + if(WIRE_ACTIVATE) + if(!B.active && !B.defused) + holder.visible_message("[bicon(B)] You hear the bomb start ticking!") + B.activate() + B.update_icon() + else if(B.delayedlittle) + holder.visible_message("[bicon(B)] Nothing happens.") + else + holder.visible_message("[bicon(B)] The bomb seems to hesitate for a moment.") + B.detonation_timer += 100 + B.delayedlittle = TRUE ..() /datum/wires/syndicatebomb/UpdateCut(index, mended) - var/obj/machinery/syndicatebomb/P = holder + var/obj/machinery/syndicatebomb/B = holder switch(index) if(WIRE_EXPLODE) - if(!mended) - if(P.active) - P.loc.visible_message("[bicon(holder)] An alarm sounds! It's go-") - P.timer = 0 - else - P.defused = 1 + if(mended) + B.defused = FALSE // Cutting and mending all the wires of an inactive bomb will thus cure any sabotage. else - P.defused = 0 //cutting and mending all the wires of an inactive bomb will thus cure any sabotage + if(B.active) + holder.visible_message("[bicon(B)] An alarm sounds! It's go-") + B.explode_now = TRUE + else + B.defused = TRUE if(WIRE_UNBOLT) - if(!mended && P.anchored) - playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1) - P.loc.visible_message("[bicon(holder)] The bolts lift out of the ground!") - P.anchored = 0 + if(!mended && B.anchored) + holder.visible_message("[bicon(B)] The bolts lift out of the ground!") + playsound(B, 'sound/effects/stealthoff.ogg', 30, 1) + B.anchored = FALSE if(WIRE_PROCEED) - if(!mended && P.active) - P.loc.visible_message("[bicon(holder)] An alarm sounds! It's go-") - P.timer = 0 + if(!mended && B.active) + holder.visible_message("[bicon(B)] An alarm sounds! It's go-") + B.explode_now = TRUE if(WIRE_ACTIVATE) - if(!mended && P.active) - P.loc.visible_message("[bicon(holder)] The timer stops! The bomb has been defused!") - P.icon_state = "[initial(P.icon_state)]-inactive[P.open_panel ? "-wires" : ""]" - P.active = 0 - P.defused = 1 + if(!mended && B.active) + holder.visible_message("[bicon(B)] The timer stops! The bomb has been defused!") + B.active = FALSE + B.defused = TRUE + B.update_icon() ..() \ No newline at end of file diff --git a/code/game/machinery/syndicatebomb.dm b/code/game/machinery/syndicatebomb.dm index 10f6fc1c8c5..153fc50bf91 100644 --- a/code/game/machinery/syndicatebomb.dm +++ b/code/game/machinery/syndicatebomb.dm @@ -1,3 +1,6 @@ +#define BUTTON_COOLDOWN 60 // cant delay the bomb forever +#define BUTTON_DELAY 50 //five seconds + /obj/machinery/syndicatebomb icon = 'icons/obj/assemblies.dmi' name = "syndicate bomb" @@ -6,71 +9,119 @@ anchored = 0 density = 0 - layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS + layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS unacidable = 1 var/datum/wires/syndicatebomb/wires = null - var/timer = 120 - var/open_panel = 0 //are the wires exposed? - var/active = 0 //is the bomb counting down? - var/defused = 0 //is the bomb capable of exploding? - var/obj/item/weapon/bombcore/payload = /obj/item/weapon/bombcore/ + var/minimum_timer = 90 + var/timer_set = 90 + var/maximum_timer = 60000 + + var/can_unanchor = TRUE + + var/open_panel = FALSE //are the wires exposed? + var/active = FALSE //is the bomb counting down? + var/defused = FALSE //is the bomb capable of exploding? + var/obj/item/weapon/bombcore/payload = /obj/item/weapon/bombcore var/beepsound = 'sound/items/timer.ogg' + var/delayedbig = FALSE //delay wire pulsed? + var/delayedlittle = FALSE //activation wire pulsed? + var/obj/effect/countdown/syndicatebomb/countdown + + var/next_beep + var/detonation_timer + var/explode_now = FALSE + +/obj/machinery/syndicatebomb/proc/try_detonate(ignore_active = FALSE) + . = (payload in src) && (active || ignore_active) && !defused + if(.) + payload.detonate() /obj/machinery/syndicatebomb/process() - if(active && !defused && (timer > 0)) //Tick Tock - var/volume = (timer <= 20 ? 40 : 10) // Tick louder when the bomb is closer to being detonated. - playsound(loc, beepsound, volume, 0) - timer = max(timer - 2,0) // 2 seconds per process() - if(active && !defused && (timer <= 0)) //Boom - active = 0 - timer = 120 - update_icon() - if(payload in src) - payload.detonate() + if(!active) + fast_processing -= src + detonation_timer = null + next_beep = null + countdown.stop() return - if(!active || defused) //Counter terrorists win + + if(!isnull(next_beep) && (next_beep <= world.time)) + var/volume + switch(seconds_remaining()) + if(0 to 5) + volume = 50 + if(5 to 10) + volume = 40 + if(10 to 15) + volume = 30 + if(15 to 20) + volume = 20 + if(20 to 25) + volume = 10 + else + volume = 5 + playsound(loc, beepsound, volume, 0) + next_beep = world.time + 10 + + if(active && !defused && ((detonation_timer <= world.time) || explode_now)) + active = FALSE + timer_set = initial(timer_set) + update_icon() + try_detonate(TRUE) + //Counter terrorists win + else if(!active || defused) if(defused && payload in src) payload.defuse() - return + countdown.stop() + fast_processing -= src /obj/machinery/syndicatebomb/New() wires = new(src) - payload = new payload(src) + if(payload) + payload = new payload(src) update_icon() + countdown = new(src) ..() /obj/machinery/syndicatebomb/Destroy() QDEL_NULL(wires) + QDEL_NULL(countdown) + fast_processing -= src return ..() /obj/machinery/syndicatebomb/examine(mob/user) ..(user) - to_chat(user, "A digital display on it reads \"[timer]\".") + to_chat(user, "A digital display on it reads \"[seconds_remaining()]\".") /obj/machinery/syndicatebomb/update_icon() icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]" -/obj/machinery/syndicatebomb/attackby(var/obj/item/I, var/mob/user, params) - if(istype(I, /obj/item/weapon/wrench)) +/obj/machinery/syndicatebomb/proc/seconds_remaining() + if(active) + . = max(0, round((detonation_timer - world.time) / 10)) + else + . = timer_set + +/obj/machinery/syndicatebomb/attackby(obj/item/I, mob/user, params) + if(iswrench(I) && can_unanchor) if(!anchored) - if(!isturf(src.loc) || istype(src.loc, /turf/space)) - to_chat(user, "The bomb must be placed on solid ground to attach it") + if(!isturf(loc) || isspaceturf(loc)) + to_chat(user, "The bomb must be placed on solid ground to attach it.") else - to_chat(user, "You firmly wrench the bomb to the floor") + to_chat(user, "You firmly wrench the bomb to the floor.") playsound(loc, I.usesound, 50, 1) anchored = 1 if(active) - to_chat(user, "The bolts lock in place") + to_chat(user, "The bolts lock in place.") else if(!active) - to_chat(user, "You wrench the bomb from the floor") + to_chat(user, "You wrench the bomb from the floor.") playsound(loc, I.usesound, 50, 1) anchored = 0 else to_chat(user, "The bolts are locked down!") - else if(istype(I, /obj/item/weapon/screwdriver)) + else if(isscrewdriver(I)) open_panel = !open_panel update_icon() to_chat(user, "You [open_panel ? "open" : "close"] the wire panel.") @@ -79,28 +130,47 @@ if(open_panel) wires.Interact(user) - else if(istype(I, /obj/item/weapon/crowbar)) - if(open_panel && isWireCut(WIRE_BOOM) && isWireCut(WIRE_UNBOLT) && isWireCut(WIRE_DELAY) && isWireCut(WIRE_PROCEED) && isWireCut(WIRE_ACTIVATE)) + else if(iscrowbar(I)) + if(open_panel && wires.IsAllCut()) if(payload) to_chat(user, "You carefully pry out [payload].") payload.loc = user.loc payload = null else - to_chat(user, "There isn't anything in here to remove!") + to_chat(user, "There isn't anything in here to remove!") else if(open_panel) - to_chat(user, "The wires connecting the shell to the explosives are holding it down!") + to_chat(user, "The wires connecting the shell to the explosives are holding it down!") else - to_chat(user, "The cover is screwed on, it won't pry off!") + to_chat(user, "The cover is screwed on, it won't pry off!") else if(istype(I, /obj/item/weapon/bombcore)) if(!payload) + if(!user.drop_item()) + return payload = I to_chat(user, "You place [payload] into [src].") - user.drop_item() - payload.loc = src + payload.forceMove(src) else to_chat(user, "[payload] is already loaded into [src], you'll have to remove it first.") + else if(iswelder(I)) + if(payload || !wires.IsAllCut() || !open_panel) + return + var/obj/item/weapon/weldingtool/WT = I + if(!WT.isOn()) + return + if(WT.get_fuel() < 5) //uses up 5 fuel. + to_chat(user, "You need more fuel to complete this task!") + return + + playsound(loc, WT.usesound, 50, 1) + to_chat(user, "You start to cut the [src] apart...") + if(do_after(user, 20*I.toolspeed, target = src)) + if(!WT.isOn() || !WT.remove_fuel(5, user)) + return + to_chat(user, "You cut the [src] apart.") + new /obj/item/stack/sheet/plasteel(loc, 5) + qdel(src) else - ..() + return ..() /obj/machinery/syndicatebomb/attack_ghost(mob/user) interact(user) @@ -133,21 +203,27 @@ return FALSE return TRUE +/obj/machinery/syndicatebomb/proc/activate() + active = TRUE + fast_processing += src + countdown.start() + next_beep = world.time + 10 + detonation_timer = world.time + (timer_set * 10) + playsound(loc, 'sound/machines/click.ogg', 30, 1) + /obj/machinery/syndicatebomb/proc/settings(mob/user) - var/newtime = input(user, "Please set the timer.", "Timer", "[timer]") as num - newtime = Clamp(newtime, 120, 60000) + var/new_timer = input(user, "Please set the timer.", "Timer", "[timer_set]") as num if(can_interact(user)) //No running off and setting bombs from across the station - timer = newtime - loc.visible_message("[bicon(src)] timer set for [timer] seconds.") + timer_set = Clamp(new_timer, minimum_timer, maximum_timer) + loc.visible_message("[bicon(src)] timer set for [timer_set] seconds.") if(alert(user,"Would you like to start the countdown now?",,"Yes","No") == "Yes" && can_interact(user)) if(defused || active) if(defused) loc.visible_message("[bicon(src)] Device error: User intervention required.") return else - loc.visible_message("[bicon(src)] [timer] seconds until detonation, please clear the area.") - playsound(loc, 'sound/machines/click.ogg', 30, 1) - active = 1 + loc.visible_message("[bicon(src)] [timer_set] seconds until detonation, please clear the area.") + activate() update_icon() add_fingerprint(user) @@ -167,12 +243,12 @@ name = "training bomb" icon_state = "training-bomb" desc = "A salvaged syndicate device gutted of its explosives to be used as a training aid for aspiring bomb defusers." - payload = /obj/item/weapon/bombcore/training/ + payload = /obj/item/weapon/bombcore/training /obj/machinery/syndicatebomb/badmin name = "generic summoning badmin bomb" desc = "Oh god what is in this thing?" - payload = /obj/item/weapon/bombcore/badmin/summon/ + payload = /obj/item/weapon/bombcore/badmin/summon /obj/machinery/syndicatebomb/badmin/clown name = "clown bomb" @@ -181,8 +257,23 @@ payload = /obj/item/weapon/bombcore/badmin/summon/clown beepsound = 'sound/items/bikehorn.ogg' -/obj/machinery/syndicatebomb/badmin/varplosion - payload = /obj/item/weapon/bombcore/badmin/explosion/ +/obj/machinery/syndicatebomb/empty + name = "bomb" + icon_state = "base-bomb" + desc = "An ominous looking device designed to detonate an explosive payload. Can be bolted down using a wrench." + payload = null + open_panel = TRUE + timer_set = 120 + +/obj/machinery/syndicatebomb/empty/New() + ..() + wires.CutAll() + +/obj/machinery/syndicatebomb/self_destruct + name = "self destruct device" + desc = "Do not taunt. Warranty invalid if exposed to high temperature. Not suitable for agents under 3 years of age." + payload = /obj/item/weapon/bombcore/large + can_unanchor = FALSE ///Bomb Cores/// @@ -196,17 +287,26 @@ origin_tech = "syndicate=5;combat=6" burn_state = FLAMMABLE //Burnable (but the casing isn't) var/adminlog = null + var/range_heavy = 3 + var/range_medium = 9 + var/range_light = 17 + var/range_flame = 17 /obj/item/weapon/bombcore/ex_act(severity) //Little boom can chain a big boom - src.detonate() + detonate() + + +/obj/item/weapon/bombcore/burn() + detonate() + ..() /obj/item/weapon/bombcore/proc/detonate() if(adminlog) message_admins(adminlog) log_game(adminlog) - explosion(get_turf(src),3,9,17, flame_range = 17) - if(src.loc && istype(src.loc,/obj/machinery/syndicatebomb/)) - qdel(src.loc) + explosion(get_turf(src), range_heavy, range_medium, range_light, flame_range = range_flame) + if(loc && istype(loc, /obj/machinery/syndicatebomb)) + qdel(loc) qdel(src) /obj/item/weapon/bombcore/proc/defuse() @@ -223,17 +323,20 @@ var/attempts = 0 /obj/item/weapon/bombcore/training/proc/reset() - var/obj/machinery/syndicatebomb/holder = src.loc + var/obj/machinery/syndicatebomb/holder = loc if(istype(holder)) if(holder.wires) holder.wires.Shuffle() holder.defused = 0 holder.open_panel = 0 + holder.delayedbig = FALSE + holder.delayedlittle = FALSE + holder.explode_now = FALSE holder.update_icon() holder.updateDialog() /obj/item/weapon/bombcore/training/detonate() - var/obj/machinery/syndicatebomb/holder = src.loc + var/obj/machinery/syndicatebomb/holder = loc if(istype(holder)) attempts++ holder.loc.visible_message("[bicon(holder)] Alert: Bomb has detonated. Your score is now [defusals] for [attempts]. Resetting wires...") @@ -242,7 +345,7 @@ qdel(src) /obj/item/weapon/bombcore/training/defuse() - var/obj/machinery/syndicatebomb/holder = src.loc + var/obj/machinery/syndicatebomb/holder = loc if(istype(holder)) attempts++ defusals++ @@ -257,11 +360,11 @@ origin_tech = null /obj/item/weapon/bombcore/badmin/defuse() //because we wouldn't want them being harvested by players - var/obj/machinery/syndicatebomb/B = src.loc + var/obj/machinery/syndicatebomb/B = loc qdel(B) qdel(src) -/obj/item/weapon/bombcore/badmin/summon/ +/obj/item/weapon/bombcore/badmin/summon var/summon_path = /obj/item/weapon/reagent_containers/food/snacks/cookie var/amt_summon = 1 @@ -285,42 +388,165 @@ playsound(src.loc, 'sound/misc/sadtrombone.ogg', 50) ..() -/obj/item/weapon/bombcore/badmin/explosion/ - var/HeavyExplosion = 2 - var/MediumExplosion = 5 - var/LightExplosion = 11 - var/Flames = 11 +/obj/item/weapon/bombcore/large + name = "large bomb payload" + range_heavy = 5 + range_medium = 10 + range_light = 20 + range_flame = 20 -/obj/item/weapon/bombcore/badmin/explosion/detonate() - explosion(get_turf(src),HeavyExplosion,MediumExplosion,LightExplosion, flame_range = Flames) +/obj/item/weapon/bombcore/large/underwall + layer = ABOVE_OPEN_TURF_LAYER /obj/item/weapon/bombcore/miniature name = "small bomb core" w_class = WEIGHT_CLASS_SMALL + range_heavy = 1 + range_medium = 2 + range_light = 4 + range_flame = 2 -/obj/item/weapon/bombcore/miniature/detonate() - explosion(src.loc,1,2,4,flame_range = 2) //Identical to a minibomb +/obj/item/weapon/bombcore/chemical + name = "chemical payload" + desc = "An explosive payload designed to spread chemicals, dangerous or otherwise, across a large area. It is able to hold up to four chemical containers, and must be loaded before use." + origin_tech = "combat=4;materials=3" + icon_state = "chemcore" + var/list/beakers = list() + var/max_beakers = 1 + var/spread_range = 5 + var/temp_boost = 50 + var/time_release = 0 + +/obj/item/weapon/bombcore/chemical/detonate() + + if(time_release > 0) + var/total_volume = 0 + for(var/obj/item/weapon/reagent_containers/RC in beakers) + total_volume += RC.reagents.total_volume + + if(total_volume < time_release) // If it's empty, the detonation is complete. + if(loc && istype(loc, /obj/machinery/syndicatebomb)) + qdel(loc) + qdel(src) + return + + var/fraction = time_release/total_volume + var/datum/reagents/reactants = new(time_release) + reactants.my_atom = src + for(var/obj/item/weapon/reagent_containers/RC in beakers) + RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, 1, 1, 1) + chem_splash(get_turf(src), spread_range, list(reactants), temp_boost) + + // Detonate it again in one second, until it's out of juice. + addtimer(src, "detonate", 10) + + // If it's not a time release bomb, do normal explosion + + var/list/reactants = list() + + for(var/obj/item/weapon/reagent_containers/glass/G in beakers) + reactants += G.reagents + + for(var/obj/item/slime_extract/S in beakers) + if(S.Uses) + for(var/obj/item/weapon/reagent_containers/glass/G in beakers) + G.reagents.trans_to(S, G.reagents.total_volume) + + if(S && S.reagents && S.reagents.total_volume) + reactants += S.reagents + + if(!chem_splash(get_turf(src), spread_range, reactants, temp_boost)) + playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1) + return // The Explosion didn't do anything. No need to log, or disappear. + + if(adminlog) + message_admins(adminlog) + log_game(adminlog) + + playsound(loc, 'sound/effects/bamf.ogg', 75, 1, 5) + + if(loc && istype(loc, /obj/machinery/syndicatebomb)) + qdel(loc) qdel(src) +/obj/item/weapon/bombcore/chemical/attackby(obj/item/I, mob/user, params) + if(iscrowbar(I) && beakers.len > 0) + playsound(loc, I.usesound, 50, 1) + for (var/obj/item/B in beakers) + B.loc = get_turf(src) + beakers -= B + return + else if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker) || istype(I, /obj/item/weapon/reagent_containers/glass/bottle)) + if(beakers.len < max_beakers) + if(!user.drop_item()) + return + beakers += I + to_chat(user, "You load [src] with [I].") + I.loc = src + else + to_chat(user, "The [I] wont fit! The [src] can only hold up to [max_beakers] containers.") + return + ..() + +/obj/item/weapon/bombcore/chemical/CheckParts(list/parts_list) + ..() + // Using different grenade casings, causes the payload to have different properties. + var/obj/item/weapon/stock_parts/matter_bin/MB = locate(/obj/item/weapon/stock_parts/matter_bin) in src + if(MB) + max_beakers += MB.rating // max beakers = 2-5. + qdel(MB) + for(var/obj/item/weapon/grenade/chem_grenade/G in src) + + if(istype(G, /obj/item/weapon/grenade/chem_grenade/large)) + var/obj/item/weapon/grenade/chem_grenade/large/LG = G + max_beakers += 1 // Adding two large grenades only allows for a maximum of 7 beakers. + spread_range += 2 // Extra range, reduced density. + temp_boost += 50 // maximum of +150K blast using only large beakers. Not enough to self ignite. + for(var/obj/item/slime_extract/S in LG.beakers) // And slime cores. + if(beakers.len < max_beakers) + beakers += S + S.loc = src + else + S.loc = get_turf(src) + + if(istype(G, /obj/item/weapon/grenade/chem_grenade/cryo)) + spread_range -= 1 // Reduced range, but increased density. + temp_boost -= 100 // minimum of -150K blast. + + if(istype(G, /obj/item/weapon/grenade/chem_grenade/pyro)) + temp_boost += 150 // maximum of +350K blast, which is enough to self ignite. Which means a self igniting bomb can't take advantage of other grenade casing properties. Sorry? + + if(istype(G, /obj/item/weapon/grenade/chem_grenade/adv_release)) + time_release += 50 // A typical bomb, using basic beakers, will explode over 2-4 seconds. Using two will make the reaction last for less time, but it will be more dangerous overall. + + for(var/obj/item/weapon/reagent_containers/glass/B in G) + if(beakers.len < max_beakers) + beakers += B + B.loc = src + else + B.loc = get_turf(src) + + qdel(G) + ///Syndicate Detonator (aka the big red button)/// /obj/item/device/syndicatedetonator name = "big red button" - desc = "Nothing good can come of pressing a button this garish..." + desc = "Your standard issue bomb synchronizing button. Five second safety delay to prevent 'accidents'." icon = 'icons/obj/assemblies.dmi' icon_state = "bigred" item_state = "electronic" w_class = WEIGHT_CLASS_TINY origin_tech = "syndicate=3" - var/cooldown = 0 + var/timer = 0 var/detonated = 0 var/existant = 0 -/obj/item/device/syndicatedetonator/attack_self(mob/user as mob) - if(!cooldown) +/obj/item/device/syndicatedetonator/attack_self(mob/user) + if(timer < world.time) for(var/obj/machinery/syndicatebomb/B in machines) if(B.active) - B.timer = 0 + B.detonation_timer = world.time + BUTTON_DELAY detonated++ existant++ playsound(user, 'sound/machines/click.ogg', 20, 1) @@ -334,5 +560,7 @@ log_game("[key_name(user)] has remotely detonated [detonated ? "syndicate bombs" : "a syndicate bomb"] using a [name] at [A.name] ([T.x],[T.y],[T.z])") detonated = 0 existant = 0 - cooldown = 1 - spawn(30) cooldown = 0 + timer = world.time + BUTTON_COOLDOWN + +#undef BUTTON_COOLDOWN +#undef BUTTON_DELAY \ No newline at end of file diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 67755655fe3..029cb8cd4a5 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -123,6 +123,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list( */ var/global/list/datum/stack_recipe/plasteel_recipes = list( new /datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), + new /datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50), new /datum/stack_recipe("Surgery Table", /obj/machinery/optable, 5, time = 50, one_per_turf = 1, on_floor = 1), new /datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1), new /datum/stack_recipe("Mass Driver frame", /obj/machinery/mass_driver_frame, 3, time = 50, one_per_turf = 1) diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index f21914a7c32..707eac2fbce 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -19,6 +19,9 @@ var/obj/item/device/assembly_holder/nadeassembly = null var/label = null var/assemblyattacher + var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off. + var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy. + var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions. /obj/item/weapon/grenade/chem_grenade/New() create_reagents(1000) @@ -99,6 +102,7 @@ log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])") bombers += "[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])" to_chat(user, "You prime the [name]! [det_time / 10] second\s!") + playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1) active = 1 update_icon() if(iscarbon(user)) @@ -264,13 +268,18 @@ if(stage != READY) return - var/has_reagents = 0 + var/list/datum/reagents/reactants = list() for(var/obj/item/weapon/reagent_containers/glass/G in beakers) - if(G.reagents.total_volume) - has_reagents = 1 + reactants += G.reagents - if(!has_reagents) - playsound(loc, usesound, 50, 1) + if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash) + playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1) + if(beakers.len) + for(var/obj/O in beakers) + O.forceMove(get_turf(src)) + beakers = list() + stage = EMPTY + update_icon() return if(nadeassembly) @@ -281,31 +290,9 @@ message_admins("grenade primed by an assembly, attached by [key_name_admin(M)](?) ([admin_jump_link(M)]) and last touched by [key_name_admin(last)](?) ([admin_jump_link(last)]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] (JMP).") log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])") - playsound(loc, 'sound/effects/bamf.ogg', 50, 1) - update_mob() - invisibility = INVISIBILITY_MAXIMUM //kaboom - qdel(nadeassembly) // do this now to stop infrared beams - var/end_temp = 0 - for(var/obj/item/weapon/reagent_containers/glass/G in beakers) - G.reagents.trans_to(src, G.reagents.total_volume) - end_temp += G.reagents.chem_temp - reagents.chem_temp = end_temp - if(reagents.total_volume) //The possible reactions didnt use up all reagents. - var/datum/effect/system/steam_spread/steam = new /datum/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 - qdel(src) //correctly before deleting the grenade. + qdel(src) /obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey) if(ispath(typekey,/obj/item/device/assembly)) @@ -327,64 +314,37 @@ //Large chem grenades accept slime cores and use the appropriately. /obj/item/weapon/grenade/chem_grenade/large name = "large grenade casing" - desc = "For oversized grenades; fits additional contents and affects a greater area." + desc = "A custom made large grenade. It affects a larger area." icon_state = "large_grenade" 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;engineering=3" - affected_area = 4 - + affected_area = 5 + ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades. + threatscale = 1.1 // 10% more effective. /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/slime_extract/S in beakers) + if(S.Uses) + for(var/obj/item/weapon/reagent_containers/glass/G in beakers) + G.reagents.trans_to(S, G.reagents.total_volume) - 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 there is still a core (sometimes it's used up) + //and there are reagents left, behave normally, + //otherwise drop it on the ground for timed reactions like gold. - if(!has_reagents) - playsound(loc, prime_sound, 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/system/steam_spread/steam = new /datum/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 - qdel(src) //correctly before deleting the grenade. + if(S) + if(S.reagents && S.reagents.total_volume) + for(var/obj/item/weapon/reagent_containers/glass/G in beakers) + S.reagents.trans_to(G, S.reagents.total_volume) + else + S.forceMove(get_turf(src)) + no_splash = TRUE + ..() //I tried to just put it in the allowed_containers list but @@ -399,6 +359,71 @@ else return ..() +/obj/item/weapon/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation. + name = "cryo grenade" + desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation." + icon_state = "cryog" + affected_area = 2 + ignition_temp = -100 + +/obj/item/weapon/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures. + name = "pyro grenade" + desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation." + icon_state = "pyrog" + origin_tech = "combat=4;engineering=4" + affected_area = 3 + ignition_temp = 500 // This is enough to expose a hotspot. + +/obj/item/weapon/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses. + name = "advanced release grenade" + desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool." + icon_state = "timeg" + origin_tech = "combat=3;engineering=4" + var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool. + +/obj/item/weapon/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params) + if(ismultitool(I)) + switch(unit_spread) + if(0 to 24) + unit_spread += 5 + if(25 to 99) + unit_spread += 25 + else + unit_spread = 5 + to_chat(user, " You set the time release to [unit_spread] units per detonation.") + return + ..() + +/obj/item/weapon/grenade/chem_grenade/adv_release/prime() + if(stage != READY) + return + + var/total_volume = 0 + for(var/obj/item/weapon/reagent_containers/RC in beakers) + total_volume += RC.reagents.total_volume + if(!total_volume) + qdel(src) + qdel(nadeassembly) + return + var/fraction = unit_spread/total_volume + var/datum/reagents/reactants = new(unit_spread) + reactants.my_atom = src + for(var/obj/item/weapon/reagent_containers/RC in beakers) + RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1) + chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale) + + if(nadeassembly) + var/mob/M = get_mob_by_ckey(assemblyattacher) + var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast) + var/turf/T = get_turf(src) + var/area/A = get_area(T) + message_admins("grenade primed by an assembly, attached by [key_name_admin(M)](?) (FLW) and last touched by [key_name_admin(last)](?) (FLW) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] (JMP).") + log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])") + else + addtimer(src, "prime", det_time) + var/turf/DT = get_turf(src) + var/area/DA = get_area(DT) + log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])") /obj/item/weapon/grenade/chem_grenade/metalfoam payload_name = "metal foam" diff --git a/code/modules/countdown/countdown.dm b/code/modules/countdown/countdown.dm index 2ef85d6a9d7..7e651fb910f 100644 --- a/code/modules/countdown/countdown.dm +++ b/code/modules/countdown/countdown.dm @@ -9,15 +9,19 @@ var/atom/attached_to color = "#ff0000" var/text_size = 4 - var/started = 0 + var/started = FALSE invisibility = INVISIBILITY_OBSERVER - anchored = 1 - layer = 5 + anchored = TRUE + layer = GHOST_LAYER /obj/effect/countdown/New(atom/A) . = ..() attach(A) +/obj/effect/countdown/examine(mob/user) + . = ..() + to_chat(user, "This countdown is displaying: [displayed_text]") + /obj/effect/countdown/proc/attach(atom/A) attached_to = A loc = get_turf(A) @@ -25,13 +29,13 @@ /obj/effect/countdown/proc/start() if(!started) fast_processing += src - started = 1 + started = TRUE /obj/effect/countdown/proc/stop() if(started) maptext = null fast_processing -= src - started = 0 + started = FALSE /obj/effect/countdown/proc/get_value() // Get the value from our atom @@ -56,6 +60,19 @@ fast_processing -= src return ..() +/obj/effect/countdown/ex_act(severity) //immune to explosions + return + +/obj/effect/countdown/syndicatebomb + name = "syndicate bomb countdown" + +/obj/effect/countdown/syndicatebomb/get_value() + var/obj/machinery/syndicatebomb/S = attached_to + if(!istype(S)) + return + else if(S.active) + return S.seconds_remaining() + /obj/effect/countdown/clonepod name = "cloning pod countdown" text_size = 1 diff --git a/code/modules/crafting/recipes.dm b/code/modules/crafting/recipes.dm index 6f266c121e1..3fbcf39ed08 100644 --- a/code/modules/crafting/recipes.dm +++ b/code/modules/crafting/recipes.dm @@ -324,6 +324,30 @@ /obj/item/stack/rods = 1) category = CAT_MISC +/datum/crafting_recipe/chemical_payload + name = "Chemical Payload (C4)" + result = /obj/item/weapon/bombcore/chemical + reqs = list( + /obj/item/weapon/stock_parts/matter_bin = 1, + /obj/item/weapon/grenade/plastic/c4 = 1, + /obj/item/weapon/grenade/chem_grenade = 2 + ) + parts = list(/obj/item/weapon/stock_parts/matter_bin = 1, /obj/item/weapon/grenade/chem_grenade = 2) + time = 30 + category = CAT_WEAPON + +/datum/crafting_recipe/chemical_payload2 + name = "Chemical Payload (gibtonite)" + result = /obj/item/weapon/bombcore/chemical + reqs = list( + /obj/item/weapon/stock_parts/matter_bin = 1, + /obj/item/weapon/twohanded/required/gibtonite = 1, + /obj/item/weapon/grenade/chem_grenade = 2 + ) + parts = list(/obj/item/weapon/stock_parts/matter_bin = 1, /obj/item/weapon/grenade/chem_grenade = 2) + time = 50 + category = CAT_WEAPON + /datum/crafting_recipe/bonfire name = "Bonfire" time = 60 diff --git a/code/modules/reagents/chem_splash.dm b/code/modules/reagents/chem_splash.dm new file mode 100644 index 00000000000..7c16bf1ab9a --- /dev/null +++ b/code/modules/reagents/chem_splash.dm @@ -0,0 +1,78 @@ +// Replaces chemgrenade stuff, allowing reagent explosions to be called from anywhere. +// It should be called using a location, the range, and a list of reagents involved. + +// Threatscale is a multiplier for the 'threat' of the grenade. If you're increasing the affected range drastically, you might want to improve this. +// Extra heat affects the temperature of the mixture, and may cause it to react in different ways. + + +/proc/chem_splash(turf/epicenter, affected_range = 3, list/datum/reagents/reactants = list(), extra_heat = 0, threatscale = 1, adminlog = 1) + if(!isturf(epicenter) || !reactants.len || threatscale <= 0) + return + var/has_reagents + var/total_reagents + for(var/datum/reagents/R in reactants) + if(R.total_volume) + has_reagents = 1 + total_reagents += R.total_volume + + if(!has_reagents) + return + + var/datum/reagents/splash_holder = new/datum/reagents(total_reagents*threatscale) + splash_holder.my_atom = epicenter // For some reason this is setting my_atom to null, and causing runtime errors. + var/total_temp = 0 + + for(var/datum/reagents/R in reactants) + R.trans_to(splash_holder, R.total_volume, threatscale, 1, 1) + total_temp += R.chem_temp + splash_holder.chem_temp = (total_temp/reactants.len) + extra_heat // Average temperature of reagents + extra heat. + splash_holder.handle_reactions() // React them now. + + if(splash_holder.total_volume && affected_range >= 0) //The possible reactions didnt use up all reagents, so we spread it around. + var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() + steam.set_up(10, 0, epicenter) + steam.attach(epicenter) + steam.start() + + var/list/viewable = view(affected_range, epicenter) + + var/list/accessible = list(epicenter) + for(var/i=1; i<=affected_range; i++) + var/list/turflist = list() + for(var/turf/T in (orange(i, epicenter) - orange(i-1, epicenter))) + turflist |= T + for(var/turf/T in turflist) + if( !(get_dir(T,epicenter) in cardinal) && (abs(T.x - epicenter.x) == abs(T.y - epicenter.y) )) + turflist.Remove(T) + turflist.Add(T) // we move the purely diagonal turfs to the end of the list. + for(var/turf/T in turflist) + if(accessible[T]) + continue + for(var/thing in T.GetAtmosAdjacentTurfs(alldir = TRUE)) + var/turf/NT = thing + if(!(NT in accessible)) + continue + if(!(get_dir(T,NT) in cardinal)) + continue + accessible[T] = 1 + break + var/list/reactable = accessible + for(var/turf/T in accessible) + for(var/atom/A in T.GetAllContents()) + if(!(A in viewable)) + continue + reactable |= A + if(extra_heat >= 300) + T.hotspot_expose(extra_heat*2, 5) + if(!reactable.len) //Nothing to react with. Probably means we're in nullspace. + return + for(var/thing in reactable) + var/atom/A = thing + var/distance = max(1,get_dist(A, epicenter)) + var/fraction = 0.5/(2 ** distance) //50/25/12/6... for a 200u splash, 25/12/6/3... for a 100u, 12/6/3/1 for a 50u + splash_holder.reaction(A, TOUCH, fraction) + + qdel(splash_holder) + return 1 + + diff --git a/code/modules/reagents/chemistry/holder.dm b/code/modules/reagents/chemistry/holder.dm index c65c628353b..662843e337a 100644 --- a/code/modules/reagents/chemistry/holder.dm +++ b/code/modules/reagents/chemistry/holder.dm @@ -108,7 +108,7 @@ var/const/INGEST = 2 return the_id -/datum/reagents/proc/trans_to(target, amount=1, multiplier=1, preserve_data=1)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred. +/datum/reagents/proc/trans_to(target, amount=1, multiplier=1, preserve_data=1, no_react = 0)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred. if(!target) return if(total_volume <= 0) @@ -143,13 +143,14 @@ var/const/INGEST = 2 if(preserve_data) trans_data = copy_data(current_reagent) - R.add_reagent(current_reagent.id, (current_reagent_transfer * multiplier), trans_data, chem_temp) + R.add_reagent(current_reagent.id, (current_reagent_transfer * multiplier), trans_data, chem_temp, no_react = 1) remove_reagent(current_reagent.id, current_reagent_transfer) update_total() R.update_total() - R.handle_reactions() - handle_reactions() + if(!no_react) + R.handle_reactions() + handle_reactions() return amount /datum/reagents/proc/copy_to(obj/target, amount=1, multiplier=1, preserve_data=1, safety = 0) @@ -537,7 +538,7 @@ var/const/INGEST = 2 var/amt = list_reagents[r_id] add_reagent(r_id, amt, data) -/datum/reagents/proc/add_reagent(reagent, amount, list/data=null, reagtemp = 300) +/datum/reagents/proc/add_reagent(reagent, amount, list/data=null, reagtemp = 300, no_react = 0) if(!isnum(amount)) return 1 update_total() @@ -554,7 +555,8 @@ var/const/INGEST = 2 update_total() my_atom.on_reagent_change() R.on_merge(data) - handle_reactions() + if(!no_react) + handle_reactions() return 0 var/datum/reagent/D = chemical_reagents_list[reagent] @@ -570,7 +572,8 @@ var/const/INGEST = 2 update_total() my_atom.on_reagent_change() - handle_reactions() + if(!no_react) + handle_reactions() return 0 else warning("[my_atom] attempted to add a reagent called '[reagent]' which doesn't exist. ([usr])") diff --git a/code/modules/reagents/reagent_containers/glass_containers.dm b/code/modules/reagents/reagent_containers/glass_containers.dm index f60efa3b784..63db086cef8 100644 --- a/code/modules/reagents/reagent_containers/glass_containers.dm +++ b/code/modules/reagents/reagent_containers/glass_containers.dm @@ -40,7 +40,8 @@ /obj/machinery/biogenerator, /obj/machinery/hydroponics, /obj/machinery/constructable_frame, - /obj/machinery/icemachine) + /obj/machinery/icemachine, + /obj/item/weapon/bombcore/chemical) /obj/item/weapon/reagent_containers/glass/New() ..() diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index d406dcaf0ef..eb43698d451 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -29,6 +29,7 @@ /obj/structure/reagent_dispensers/proc/boom() visible_message("[src] ruptures!") + chem_splash(loc, 5, list(reagents)) qdel(src) /obj/structure/reagent_dispensers/ex_act(severity) @@ -53,15 +54,6 @@ desc = "A water tank." icon_state = "water" -/obj/structure/reagent_dispensers/watertank/boom() - playsound(loc, 'sound/effects/spray2.ogg', 50, 1, -6) - new /obj/effect/effect/water(loc) - for(var/turf/simulated/T in view(5, loc)) - T.MakeSlippery() - for(var/mob/living/L in T) - L.adjust_fire_stacks(-20) - ..() - /obj/structure/reagent_dispensers/watertank/high name = "high-capacity water tank" desc = "A highly-pressurized water tank made to hold gargantuan amounts of water.." diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm index 9391af77424..09b17748dfd 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -80,6 +80,36 @@ build_path = /obj/item/weapon/grenade/chem_grenade/large category = list("Weapons") +/datum/design/pyro_grenade + name = "Pyro Grenade" + desc = "An advanced grenade that is able to self ignite its mixture." + id = "pyro_Grenade" + req_tech = list("combat" = 4, "engineering" = 4) + build_type = PROTOLATHE + materials = list(MAT_METAL = 2000, MAT_PLASMA = 500) + build_path = /obj/item/weapon/grenade/chem_grenade/pyro + category = list("Weapons") + +/datum/design/cryo_grenade + name = "Cryo Grenade" + desc = "An advanced grenade that rapidly cools its contents upon detonation." + id = "cryo_Grenade" + req_tech = list("combat" = 3, "materials" = 3) + build_type = PROTOLATHE + materials = list(MAT_METAL = 2000, MAT_SILVER = 500) + build_path = /obj/item/weapon/grenade/chem_grenade/cryo + category = list("Weapons") + +/datum/design/adv_grenade + name = "Advanced Release Grenade" + desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter." + id = "adv_Grenade" + req_tech = list("combat" = 3, "engineering" = 4) + build_type = PROTOLATHE + materials = list(MAT_METAL = 3000, MAT_GLASS = 500) + build_path = /obj/item/weapon/grenade/chem_grenade/adv_release + category = list("Weapons") + /datum/design/tele_shield name = "Telescopic Riot Shield" desc = "An advanced riot shield made of lightweight materials that collapses for easy storage." diff --git a/icons/obj/assemblies.dmi b/icons/obj/assemblies.dmi index 2fd457f5638..62a1c314388 100644 Binary files a/icons/obj/assemblies.dmi and b/icons/obj/assemblies.dmi differ diff --git a/icons/obj/grenade.dmi b/icons/obj/grenade.dmi index ad8268ad59d..f33135baec6 100644 Binary files a/icons/obj/grenade.dmi and b/icons/obj/grenade.dmi differ diff --git a/paradise.dme b/paradise.dme index 1121b1876bf..c0ec92a452d 100644 --- a/paradise.dme +++ b/paradise.dme @@ -1949,6 +1949,7 @@ #include "code\modules\projectiles\projectile\magic.dm" #include "code\modules\projectiles\projectile\reusable.dm" #include "code\modules\projectiles\projectile\special.dm" +#include "code\modules\reagents\chem_splash.dm" #include "code\modules\reagents\reagent_containers.dm" #include "code\modules\reagents\reagent_dispenser.dm" #include "code\modules\reagents\chemistry\colors.dm"