mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
@@ -1,70 +1,6 @@
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//improvised explosives//
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//iedcasing assembly crafting//
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/obj/item/weapon/reagent_containers/food/drinks/cans/attackby(var/obj/item/I, mob/user as mob)
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if(istype(I, /obj/item/device/assembly/igniter))
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var/obj/item/device/assembly/igniter/G = I
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var/obj/item/weapon/grenade/iedcasing/W = new /obj/item/weapon/grenade/iedcasing
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user.unEquip(G)
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user.unEquip(src)
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user.put_in_hands(W)
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to_chat(user, "<span class='notice'>You stuff the [I] in the [src], emptying the contents beforehand.</span>")
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W.underlays += image(src.icon, icon_state = src.icon_state)
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qdel(I)
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qdel(src)
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/obj/item/weapon/grenade/iedcasing
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name = "improvised explosive assembly"
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desc = "An igniter stuffed into an aluminum shell."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "improvised_grenade"
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item_state = "flashbang"
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/assembled = 0
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active = 1
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det_time = 50
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display_timer = 0
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var/range = 3
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var/times = list()
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/obj/item/weapon/grenade/iedcasing/afterattack(atom/target, mob/user , flag) //Filling up the can
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if(assembled == 0)
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if( istype(target, /obj/structure/reagent_dispensers/fueltank))
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if(target.reagents.total_volume < 50)
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to_chat(user, "<span class='notice'>There's not enough fuel left to work with.</span>")
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return
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var/obj/structure/reagent_dispensers/fueltank/F = target
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F.reagents.remove_reagent("fuel", 50, 1)//Deleting 50 fuel from the welding fuel tank,
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assembled = 1
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to_chat(user, "<span class='notice'>You've filled the makeshift explosive with welding fuel.</span>")
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playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
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desc = "An improvised explosive assembly. Filled to the brim with 'Explosive flavor'"
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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return
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/obj/item/weapon/grenade/iedcasing/attackby(var/obj/item/I, mob/user as mob) //Wiring the can for ignition
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if(istype(I, /obj/item/stack/cable_coil))
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if(assembled == 1)
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var/obj/item/stack/cable_coil/C = I
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C.use(1)
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assembled = 2
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to_chat(user, "<span class='notice'>You wire the igniter to detonate the fuel.</span>")
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desc = "A weak, improvised explosive."
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")
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name = "improvised explosive"
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active = 0
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det_time = rand(30,80)
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/obj/item/weapon/grenade/iedcasing/filled
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name = "improvised firebomb"
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desc = "A weak, improvised incendiary device."
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w_class = WEIGHT_CLASS_SMALL
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@@ -77,53 +13,53 @@
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slot_flags = SLOT_BELT
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active = 0
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det_time = 50
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assembled = 2
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display_timer = 0
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var/list/times
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/obj/item/weapon/grenade/iedcasing/filled/New(loc)
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/obj/item/weapon/grenade/iedcasing/New()
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..()
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")
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times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
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overlays += "improvised_grenade_filled"
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overlays += "improvised_grenade_wired"
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times = list("5" = 10, "-1" = 20, "[rand(30, 80)]" = 50, "[rand(65, 180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
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det_time = text2num(pickweight(times))
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if(det_time < 0) //checking for 'duds'
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range = 1
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det_time = rand(30,80)
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else
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range = pick(2,2,2,3,3,3,4)
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/obj/item/weapon/grenade/iedcasing/CheckParts(list/parts_list)
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..()
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var/obj/item/weapon/reagent_containers/food/drinks/cans/can = locate() in contents
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if(can)
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underlays += can
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can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
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can.pixel_y = 0
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var/mutable_appearance/can_underlay = new(can)
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can_underlay.layer = FLOAT_LAYER
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can_underlay.plane = FLOAT_PLANE
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underlays += can_underlay
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/obj/item/weapon/grenade/iedcasing/attack_self(mob/user as mob) //
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/obj/item/weapon/grenade/iedcasing/attack_self(mob/user) //
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if(!active)
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if(clown_check(user))
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to_chat(user, "<span class='warning'>You light the [name]!</span>")
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active = 1
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overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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active = TRUE
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overlays -= "improvised_grenade_filled"
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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message_admins("[key_name_admin(usr)] 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>")
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])")
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message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
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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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prime()
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addtimer(src, "prime", det_time)
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/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
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update_mob()
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explosion(src.loc,-1,-1,-1, flame_range = range) // no explosive damage, only a large fireball.
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explosion(loc, -1, -1, 2, flame_range = 4) // small explosion, plus a very large fireball.
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qdel(src)
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/obj/item/weapon/grenade/iedcasing/examine(mob/user)
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..(user)
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..()
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to_chat(user, "You can't tell when it will explode!")
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@@ -52,23 +52,12 @@
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if(sig)
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to_chat(user, "<span class='warning'>This beartrap already has a signaler hooked up to it!</span>")
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return
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IED = I
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switch(IED.assembled)
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if(0,1) //if it's not fueled/hooked up
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to_chat(user, "<span class='warning'>You haven't prepared this IED yet!</span>")
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IED = null
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return
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if(2,3)
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user.drop_item()
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I.forceMove(src)
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message_admins("[key_name_admin(user)] has rigged a beartrap with an IED.")
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log_game("[key_name(user)] has rigged a beartrap with an IED.")
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to_chat(user, "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>")
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desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
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else
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to_chat(user, "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>")
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IED = null
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return
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user.drop_item()
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I.forceMove(src)
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message_admins("[key_name_admin(user)] has rigged a beartrap with an IED.")
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log_game("[key_name(user)] has rigged a beartrap with an IED.")
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to_chat(user, "<span class='notice'>You sneak [IED] underneath the pressure plate and connect the trigger wire.</span>")
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desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
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if(istype(I, /obj/item/device/assembly/signaler))
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if(IED)
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to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
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@@ -110,9 +99,6 @@
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if(IED && isturf(src.loc))
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IED.active = 1
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IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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IED.icon_state = initial(icon_state) + "_active"
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IED.assembled = 3
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message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
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log_game("[key_name(usr)] has triggered an IED-rigged [name].")
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spawn(IED.det_time)
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