//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