/obj/item/grenade/plastic name = "plastic explosive" desc = "Used to put holes in specific areas without too much extra hole." icon_state = "plastic-explosive0" item_state = "plastic-explosive" flags = NOBLUDGEON det_time = 10 display_timer = FALSE origin_tech = "syndicate=1" toolspeed = 1 var/atom/target = null var/image_overlay = null var/obj/item/assembly/nadeassembly = null var/assemblyattacher var/notify_admins = TRUE /// C4 overlay to put on target var/mutable_appearance/plastic_overlay /// Target of the overlay, not neccicarly the thing the C4 is attached to! var/atom/plastic_overlay_target /obj/item/grenade/plastic/Initialize(mapload) . = ..() plastic_overlay = mutable_appearance(icon, "[item_state]2", HIGH_OBJ_LAYER) /obj/item/grenade/plastic/Destroy() QDEL_NULL(nadeassembly) target = null plastic_overlay_target = null return ..() /obj/item/grenade/plastic/attackby(obj/item/I, mob/user, params) if(!nadeassembly && istype(I, /obj/item/assembly)) var/obj/item/assembly/A = I if(!user.unEquip(I)) return ..() nadeassembly = A A.master = src A.loc = src assemblyattacher = user.ckey to_chat(user, "You add [A] to [src].") playsound(src, 'sound/weapons/tap.ogg', 20, 1) update_icon(UPDATE_ICON_STATE) return if(nadeassembly && istype(I, /obj/item/wirecutters)) playsound(src, I.usesound, 20, 1) nadeassembly.loc = get_turf(src) nadeassembly.master = null nadeassembly = null update_icon(UPDATE_ICON_STATE) return ..() /obj/item/grenade/plastic/Crossed(atom/movable/AM, oldloc) if(nadeassembly) nadeassembly.Crossed(AM, oldloc) /obj/item/grenade/plastic/on_found(mob/finder) if(nadeassembly) nadeassembly.on_found(finder) /obj/item/grenade/plastic/attack_self(mob/user) if(nadeassembly) nadeassembly.attack_self(user) return var/newtime = input(usr, "Please set the timer.", "Timer", det_time) as num if(user.is_in_active_hand(src)) newtime = clamp(newtime, 10, 60000) det_time = newtime to_chat(user, "Timer set for [det_time] seconds.") /obj/item/grenade/plastic/afterattack(mob/AM, mob/user, flag) if(!flag) return if(ismob(AM) && AM.stat == CONSCIOUS) to_chat(user, "You can't get the [src] to stick to [AM]! Perhaps if [AM] was asleep or dead you could attach it?") return if(isobserver(AM)) to_chat(user, "Your hand just phases through [AM]!") return to_chat(user, "You start planting [src].[isnull(nadeassembly) ? " The timer is set to [det_time]..." : ""]") if(do_after(user, 1.5 SECONDS * toolspeed, target = AM)) if(!user.unEquip(src)) return target = AM loc = null if(notify_admins) message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at ([target.x],[target.y],[target.z] - JMP) with [det_time] second fuse", 0, 1) log_game("[key_name(user)] planted [name] on [target.name] at ([target.x],[target.y],[target.z]) with [det_time] second fuse") plastic_overlay.layer = HIGH_OBJ_LAYER if(isturf(target) || isairlock(target)) plastic_overlay_target = new /obj/effect/plastic(get_turf(user)) else plastic_overlay_target = target if(isliving(target)) plastic_overlay.layer = ABOVE_ALL_MOB_LAYER if(plastic_overlay_target != target) switch(plastic_overlay_target.x - target.x) if(-1) plastic_overlay.pixel_x += 32 if(1) plastic_overlay.pixel_x -= 32 switch(plastic_overlay_target.y - target.y) if(-1) plastic_overlay.pixel_y += 32 if(1) plastic_overlay.pixel_y -= 32 plastic_overlay_target.add_overlay(plastic_overlay) if(!nadeassembly) to_chat(user, "You plant the bomb. Timer counting down from [det_time].") addtimer(CALLBACK(src, PROC_REF(prime)), det_time SECONDS) /obj/item/grenade/plastic/suicide_act(mob/user) message_admins("[key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) suicided with [src.name] at ([user.x],[user.y],[user.z] - JMP)",0,1) log_game("[key_name(user)] suicided with [name] at ([user.x],[user.y],[user.z])") user.visible_message("[user] activates [src] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!") var/message_say = "FOR NO RAISIN!" if(user.mind) if(user.mind.special_role) var/role = lowertext(user.mind.special_role) if(role == ROLE_TRAITOR || role == "syndicate" || role == "syndicate commando") message_say = "FOR THE SYNDICATE!" else if(role == ROLE_CHANGELING) message_say = "FOR THE HIVE!" else if(role == ROLE_CULTIST) message_say = "FOR NARSIE!" else if(role == ROLE_WIZARD) message_say = "FOR THE FEDERATION!" else if(role == ROLE_REV || role == "head revolutionary") message_say = "FOR THE REVOLUTION!" else if(role == SPECIAL_ROLE_DEATHSQUAD || role == ROLE_ERT) message_say = "FOR NANOTRASEN!" user.say(message_say) target = user sleep(10) prime() user.gib() return OBLITERATION /obj/item/grenade/plastic/update_icon_state() if(nadeassembly) icon_state = "[item_state]1" else icon_state = "[item_state]0" ////////////////////////// ///// The Explosives ///// ////////////////////////// /obj/item/grenade/plastic/c4 name = "C4" desc = "Used to put holes in specific areas without too much extra hole. A saboteurs favourite." /// If set to true, the secondary explosion will be centered two tiles behind the wall/object it's set on for a targeted breach and entry. var/shaped = FALSE /// Set when installing the charge, to know which direction to explode to when setting up a shaped c4 var/aim_dir /// Range values given to the explosion proc when primed var/ex_devastate = 0 var/ex_heavy = 0 var/ex_light = 3 /// Will the explosion cause a breach. C4 placed on floors will always cause a breach, regardless of this value. var/ex_breach = FALSE /obj/item/grenade/plastic/c4/afterattack(atom/movable/AM, mob/user, flag) aim_dir = get_dir(user, AM) ..() /obj/item/grenade/plastic/c4/prime() var/turf/location if(plastic_overlay_target && !QDELETED(plastic_overlay_target)) plastic_overlay_target.cut_overlay(plastic_overlay, TRUE) if(istype(plastic_overlay_target, /obj/effect/plastic)) qdel(plastic_overlay_target) if(target) if(!QDELETED(target)) location = get_turf(target) if(!ex_breach && iswallturf(target)) //Walls get dismantled instead of destroyed to avoid making unwanted holes to space. var/turf/simulated/wall/W = target W.dismantle_wall(TRUE, TRUE) else target.ex_act(EXPLODE_DEVASTATE) else location = get_turf(src) if(location) if(shaped && aim_dir) location = get_step(get_step(location, aim_dir), aim_dir) //Move the explosion location two steps away from the target when using a shaped c4 explosion(location, ex_devastate, ex_heavy, ex_light, breach = ex_breach) qdel(src) // X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of. // C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces. // Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases. /obj/item/grenade/plastic/c4/x4 name = "X4" desc = "A specialized shaped high explosive breaching charge. Designed to be safer for the user, and less so, for the wall." icon_state = "plasticx40" item_state = "plasticx4" shaped = TRUE ex_heavy = 2 ex_breach = TRUE // Shaped charge // Same blasting power as C4, but with the same idea as the X4 -- Everyone on one side of the wall is safe. /obj/item/grenade/plastic/c4/shaped name = "C4 (shaped)" desc = "A brick of C4 shaped to allow more precise breaching." shaped = TRUE /obj/item/grenade/plastic/c4/shaped/flash name = "C4 (flash)" desc = "A C4 charge with an altered chemical composition, designed to blind and deafen the occupants of a room before breaching." /obj/item/grenade/plastic/c4/shaped/flash/prime() var/turf/T if(target && target.density) T = get_step(get_turf(target), aim_dir) else if(target) T = get_turf(target) else T = get_turf(src) var/obj/item/grenade/flashbang/CB = new/obj/item/grenade/flashbang(T) CB.prime() ..() /obj/item/grenade/plastic/c4/thermite name = "T4" desc = "A wall breaching charge, containing fuel, metal oxide and metal powder mixed in just the right way. One hell of a combination. Effective against walls, ineffective against airlocks..." det_time = 2 icon_state = "t4breach0" item_state = "t4breach" /obj/item/grenade/plastic/c4/thermite/prime() var/turf/location if(plastic_overlay_target && !QDELETED(plastic_overlay_target)) plastic_overlay_target.cut_overlay(plastic_overlay, TRUE) if(istype(plastic_overlay_target, /obj/effect/plastic)) qdel(plastic_overlay_target) if(target) if(!QDELETED(target)) location = get_turf(target) else location = get_turf(src) if(location) var/datum/effect_system/smoke_spread/smoke = new smoke.set_up(8, FALSE, location, aim_dir) if(target && target.density) var/turf/T = get_step(location, aim_dir) for(var/turf/simulated/wall/W in range(1, location)) W.thermitemelt(speed = 30) addtimer(CALLBACK(null, GLOBAL_PROC_REF(explosion), T, 0, 0, 2), 3) addtimer(CALLBACK(smoke, TYPE_PROC_REF(/datum/effect_system/smoke_spread, start)), 3) else var/turf/T = get_step(location, aim_dir) addtimer(CALLBACK(null, GLOBAL_PROC_REF(explosion), T, 0, 0, 2), 3) addtimer(CALLBACK(smoke, TYPE_PROC_REF(/datum/effect_system/smoke_spread, start)), 3) if(isliving(target)) var/mob/living/M = target M.adjust_fire_stacks(2) M.IgniteMob() qdel(src) //Used so the effect is visable for overlay purposes, but not show on right click with a broken sprite /obj/effect/plastic mouse_opacity = MOUSE_OPACITY_TRANSPARENT