/obj/item/grenade name = "grenade" desc = "A hand held grenade with an adjustable timer." w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/grenade.dmi' icon_state = "grenade" item_state = "grenade" throw_speed = 3 throw_range = 20 flags = CONDUCT slot_flags = SLOT_FLAG_BELT resistance_flags = FLAMMABLE max_integrity = 40 /// Has the pin been pulled? var/active = FALSE /// Time between the pin being pulled and detonation. var/det_time = 5 SECONDS /// Does the grenade show the fuze's time setting on examine? var/display_timer = TRUE /// Can the grenade's fuze time be changed? var/modifiable_timer = TRUE /obj/item/grenade/examine(mob/user) . = ..() if(!display_timer) return if(det_time > 1) . += "The fuze is set to [det_time / 10] second\s." else . += "[src] is set for instant detonation." if(modifiable_timer) . += "Use a screwdriver to modify the time on the fuze." else . += "The fuze's time cannot be modified." /obj/item/grenade/deconstruct(disassembled = TRUE) if(!disassembled) prime() if(!QDELETED(src)) qdel(src) /obj/item/grenade/proc/clown_check(mob/living/user) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) to_chat(user, "Huh? How does this thing work?") active = TRUE icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -3) spawn(5) if(user) user.drop_item() prime() return FALSE return TRUE /obj/item/grenade/attack_self(mob/user as mob) if(active) return if(!clown_check(user)) return to_chat(user, "You prime [src]! [det_time / 10] seconds!") active = TRUE icon_state = initial(icon_state) + "_active" add_fingerprint(user) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) message_admins("[key_name_admin(user)] has primed a [name] for detonation at [A.name] (JMP)") log_game("[key_name(user)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])") investigate_log("[key_name(user)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])", INVESTIGATE_BOMB) add_attack_logs(user, src, "has primed for detonation", ATKLOG_FEW) if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() spawn(det_time) prime() /obj/item/grenade/proc/prime() return /obj/item/grenade/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.unEquip(src) /obj/item/grenade/screwdriver_act(mob/living/user, obj/item/I) if(!modifiable_timer) return switch(det_time) if(1 DECISECONDS) det_time = 1 SECONDS to_chat(user, "You set [src] for 1 second detonation time.") if(1 SECONDS) det_time = 3 SECONDS to_chat(user, "You set [src] for 3 second detonation time.") if(3 SECONDS) det_time = 5 SECONDS to_chat(user, "You set [src] for 5 second detonation time.") if(5 SECONDS) det_time = 1 DECISECONDS to_chat(user, "You set [src] for instant detonation.") add_fingerprint(user) return TRUE /obj/item/grenade/attack_hand() ///We need to clear the walk_to on grabbing a moving grenade to have it not leap straight out of your hand walk(src, null, null) ..() /obj/item/grenade/Destroy() ///We need to clear the walk_to on destroy to allow a grenade which uses walk_to or related to properly GC walk_to(src, 0) return ..() /obj/item/grenade/cmag_act(mob/user) if(HAS_TRAIT(src, TRAIT_CMAGGED)) return ADD_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade") to_chat(user, "You drip some yellow ooze into [src]. [src] suddenly doesn't want to leave you...") AddComponent(/datum/component/boomerang, throw_range, TRUE) /obj/item/grenade/uncmag() if(!HAS_TRAIT(src, TRAIT_CMAGGED)) return REMOVE_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade") DeleteComponent(/datum/component/boomerang)