/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)