var/turf/T
/obj/item/weapon/grenade/bananade
name = "bananade"
desc = "A yellow grenade."
w_class = 2.0
icon = 'icons/obj/grenade.dmi'
icon_state = "banana"
item_state = "flashbang"
icon_override = 'icons/mob/in-hand/tools.dmi'
var/deliveryamt = 8
var/spawner_type = /obj/item/weapon/bananapeel
/obj/item/weapon/grenade/bananade/prime()
if(spawner_type && deliveryamt)
// Make a quick flash
var/turf/T = get_turf(src)
playsound(T, 'sound/items/bikehorn.ogg', 100, 1)
for(var/mob/living/carbon/human/M in viewers(T, null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash) // flash dose faggots
for(var/i=1, i<=deliveryamt, i++)
var/atom/movable/x = new spawner_type
x.loc = T
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(x, pick(NORTH,SOUTH,EAST,WEST))
qdel(src)
return
/obj/item/weapon/grenade/bananade/casing
name = "bananium casing"
desc = "A grenade casing made of bananium."
icon_state = "banana_casing"
var/fillamt = 0
/obj/item/weapon/grenade/bananade/casing/attackby(var/obj/item/I, mob/user as mob, params)
if(istype(I, /obj/item/weapon/bananapeel))
if(fillamt < 9)
usr << "You add another banana peel to the assembly."
fillamt += 1
qdel(I)
else
usr << "The bananade is full, screwdriver it shut to lock it down."
if(istype(I, /obj/item/weapon/screwdriver))
if(fillamt)
var/obj/item/weapon/grenade/bananade/G = new /obj/item/weapon/grenade/bananade
user.unEquip(src)
user.put_in_hands(G)
G.deliveryamt = src.fillamt
user << "You lock the assembly shut, readying it for HONK."
qdel(src)
else
usr << "You need to add banana peels before you can ready the grenade!."
else
usr << "Only banana peels fit in this assembly, up to 9."