/obj/item/grenade name = "grenade" desc = "A hand held grenade, with an adjustable timer." w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/grenade.dmi' icon_state = "grenade" item_state = "grenade" throw_speed = 4 throw_range = 20 flags = CONDUCT slot_flags = SLOT_FLAG_BELT resistance_flags = FLAMMABLE max_integrity = 40 var/active = FALSE var/det_time = 50 var/display_timer = TRUE /obj/item/grenade/deconstruct(disassembled = TRUE) if(!disassembled) prime() if(!QDELETED(src)) qdel(src) /obj/item/grenade/proc/clown_check(mob/living/user) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) to_chat(user, "Huh? How does this thing work?") active = TRUE 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/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) if(istype(target, /obj/item/storage)) return ..() // Trying to put it in a full container if(istype(target, /obj/item/gun/grenadelauncher)) return ..() if((user.is_in_active_hand(src)) && (!active) && (clown_check(user)) && target.loc != src.loc) to_chat(user, "You prime the [name]! [det_time/10] seconds!") active = TRUE 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/grenade/examine(mob/user) . = ..() if(display_timer) if(det_time > 1) . += "The timer is set to [det_time/10] second\s." else . += "\The [src] is set for instant detonation." /obj/item/grenade/attack_self(mob/user as mob) if(!active) if(clown_check(user)) to_chat(user, "You prime [src]! [det_time/10] seconds!") active = TRUE 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])") investigate_log("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])", INVESTIGATE_BOMB) add_attack_logs(user, src, "has primed for detonation", ATKLOG_FEW) if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() spawn(det_time) prime() /obj/item/grenade/proc/prime() return /obj/item/grenade/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.unEquip(src) /obj/item/grenade/screwdriver_act(mob/living/user, obj/item/I) switch(det_time) if(1) det_time = 10 to_chat(user, "You set [src] for 1 second detonation time.") if(10) det_time = 30 to_chat(user, "You set [src] for 3 second detonation time.") if(30) det_time = 50 to_chat(user, "You set [src] for 5 second detonation time.") if(50) det_time = 1 to_chat(user, "You set [src] for instant detonation.") add_fingerprint(user) return TRUE /obj/item/grenade/attack_hand() ///We need to clear the walk_to on grabbing a moving grenade to have it not leap straight out of your hand walk(src, null, null) ..() /obj/item/grenade/Destroy() ///We need to clear the walk_to on destroy to allow a grenade which uses walk_to or related to properly GC walk_to(src, 0) return ..()