//improvised explosives//
//iedcasing assembly crafting//
/obj/item/weapon/reagent_containers/food/drinks/cans/attackby(var/obj/item/I, mob/user as mob)
if(istype(I, /obj/item/device/assembly/igniter))
var/obj/item/device/assembly/igniter/G = I
var/obj/item/weapon/grenade/iedcasing/W = new /obj/item/weapon/grenade/iedcasing
user.before_take_item(G)
user.before_take_item(src)
user.put_in_hands(W)
user << "You stuff the [I] in the [src], emptying the contents beforehand."
W.underlays += image(src.icon, icon_state = src.icon_state)
del(I)
del(src)
/obj/item/weapon/grenade/iedcasing
name = "improvised explosive assembly"
desc = "An igniter stuffed into an aluminum shell."
w_class = 2.0
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
var/assembled = 0
active = 1
det_time = 50
/obj/item/weapon/grenade/iedcasing/afterattack(atom/target, mob/user , flag) //Filling up the can
if(assembled == 0)
if( istype(target, /obj/structure/reagent_dispensers/fueltank))
if(target.reagents.total_volume < 50)
user << "There's not enough fuel left to work with."
return
var/obj/structure/reagent_dispensers/fueltank/F = target
F.reagents.remove_reagent("fuel", 50, 1)//Deleting 50 fuel from the welding fuel tank,
assembled = 1
user << "You've filled the makeshift explosive with welding fuel."
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
desc = "An improvised explosive assembly. Filled to the brim with 'Explosive flavor'"
overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
return
/obj/item/weapon/grenade/iedcasing/attackby(var/obj/item/I, mob/user as mob) //Wiring the can for ignition
if(istype(I, /obj/item/weapon/cable_coil))
if(assembled == 1)
var/obj/item/weapon/cable_coil/C = I
C.use(1)
assembled = 2
user << "You wire the igniter to detonate the fuel."
desc = "A weak, improvised explosive."
overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")
name = "improvised explosive"
active = 0
det_time = rand(30,80)
/obj/item/weapon/grenade/iedcasing/attack_self(mob/user as mob) //
if(!active)
if(clown_check(user))
user << "You light the [name]!"
active = 1
overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
icon_state = initial(icon_state) + "_active"
assembled = 3
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]? has primed a [name] for detonation at [A.name] (JMP)."
message_admins(log_str)
log_game(log_str)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(det_time)
prime()
/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
// update_mob()
// explosion(epicenter, 1, 2, 3, 3)
explosion(src.loc,0,0,2,2)
del(src)
/obj/item/weapon/grenade/iedcasing/examine()
set src in usr
usr << desc
if(assembled == 3)
usr << "You can't tell when it will explode!" //Stops you from checking the time to detonation unlike regular grenades
return