/obj/item/weapon/grenade name = "grenade" desc = "A hand held grenade, with an adjustable timer." w_class = 2.0 icon = 'icons/obj/grenade.dmi' icon_state = "grenade" item_state = "flashbang" throw_speed = 4 throw_range = 20 flags = FPRINT | TABLEPASS | CONDUCT slot_flags = SLOT_BELT var/active = 0 var/det_time = 50 /obj/item/weapon/grenade/proc/clown_check(var/mob/living/user) if((CLUMSY in user.mutations) && prob(50)) user << "Huh? How does this thing work?" active = 1 icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(5) if(user) user.drop_item() prime() return 0 return 1 /*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..() if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc) user << "You prime the [name]! [det_time/10] seconds!" active = 1 icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(det_time) prime() return user.dir = get_dir(user, target) user.drop_item() var/t = (isturf(target) ? target : target.loc) walk_towards(src, t, 3) return*/ /obj/item/weapon/grenade/examine() set src in usr usr << desc if(det_time > 1) usr << "The timer is set to [det_time/10] seconds." return usr << "\The [src] is set for instant detonation." /obj/item/weapon/grenade/attack_self(mob/user as mob) if(!active) if(clown_check(user)) user << "You prime the [name]! [det_time/10] seconds!" active = 1 icon_state = initial(icon_state) + "_active" add_fingerprint(user) if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() spawn(det_time) if(user) user.drop_item() prime() return return /obj/item/weapon/grenade/proc/prime() // playsound(loc, 'sound/items/Welder2.ogg', 25, 1) var/turf/T = get_turf(src) if(T) T.hotspot_expose(700,125) /obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob) if(isscrewdriver(W)) switch(det_time) if ("1") det_time = 10 user << "You set the [name] for 1 second detonation time." if ("10") det_time = 30 user << "You set the [name] for 3 second detonation time." if ("30") det_time = 50 user << "You set the [name] for 5 second detonation time." if ("50") det_time = 1 user << "You set the [name] for instant detonation." add_fingerprint(user) ..() return /obj/item/weapon/grenade/attack_hand() walk(src, null, null) ..() return /obj/item/weapon/grenade/attack_paw(mob/user as mob) return attack_hand(user)