//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.unEquip(G) user.unEquip(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) qdel(I) qdel(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 = 3 throw_range = 7 flags = CONDUCT slot_flags = SLOT_BELT var/assembled = 0 active = 1 det_time = 50 display_timer = 0 var/range = 3 var/times = list() /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/stack/cable_coil)) if(assembled == 1) var/obj/item/stack/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/filled name = "improvised firebomb" desc = "A weak, improvised incendiary device." w_class = 2.0 icon = 'icons/obj/grenade.dmi' icon_state = "improvised_grenade" item_state = "flashbang" throw_speed = 3 throw_range = 7 flags = CONDUCT slot_flags = SLOT_BELT active = 0 det_time = 50 assembled = 2 /obj/item/weapon/grenade/iedcasing/filled/New(loc) ..() overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled") overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired") times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value] det_time = text2num(pickweight(times)) if(det_time < 0) //checking for 'duds' range = 1 det_time = rand(30,80) else range = pick(2,2,2,3,3,3,4) /obj/item/weapon/grenade/iedcasing/CheckParts() var/obj/item/weapon/reagent_containers/food/drinks/cans/can = locate() in contents if(can) underlays += can /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" add_fingerprint(user) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) message_admins("[key_name_admin(usr)] has primed a [name] for detonation at [A.name] (JMP)") log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])") 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(src.loc,-1,-1,-1, flame_range = range) // no explosive damage, only a large fireball. qdel(src) /obj/item/weapon/grenade/iedcasing/examine(mob/user) ..(user) user << "You can't tell when it will explode!"