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Luc bd2a47eae9 Adds some more admin-focused cleaning reagents (#26796)
* Add some bonus cleaning grenades

* clusterbusters too

* blocked chem list

* ignore clusters

* Update code/game/objects/items/weapons/grenades/chem_grenade.dm

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

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Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
2024-10-10 13:43:07 +00:00

633 lines
22 KiB
Plaintext

#define EMPTY 0
#define WIRED 1
#define READY 2
/obj/item/grenade/chem_grenade
name = "grenade casing"
desc = "A do it yourself grenade casing!"
icon_state = "chemg"
item_state = "grenade"
var/bomb_state = "chembomb"
var/payload_name = null // used for spawned grenades
w_class = WEIGHT_CLASS_SMALL
force = 2
var/prime_sound = 'sound/items/screwdriver2.ogg'
var/stage = EMPTY
var/list/beakers = list()
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
var/affected_area = 3
var/obj/item/assembly_holder/nadeassembly = null
var/label = null
var/assemblyattacher
var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
var/contained = "" // For logging
var/cores = "" // Also for logging
/obj/item/grenade/chem_grenade/Initialize(mapload)
. = ..()
create_reagents(1000)
if(payload_name)
payload_name += " " // formatting, ignore me
update_icon()
/obj/item/grenade/chem_grenade/Destroy()
QDEL_NULL(nadeassembly)
QDEL_LIST_CONTENTS(beakers)
return ..()
/obj/item/grenade/chem_grenade/examine(mob/user)
. = ..()
display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
/obj/item/grenade/chem_grenade/proc/get_trigger()
if(!nadeassembly) return null
for(var/obj/O in list(nadeassembly.a_left, nadeassembly.a_right))
if(!O || istype(O,/obj/item/assembly/igniter)) continue
return O
return null
/obj/item/grenade/chem_grenade/update_icon_state()
if(nadeassembly)
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = bomb_state
var/obj/item/assembly/A = get_trigger()
if(stage != READY)
name = "bomb casing[label]"
else
if(!A)
name = "[payload_name]de-fused bomb[label]" // this should not actually happen
else
name = payload_name + A.bomb_name + label // time bombs, remote mines, etc
else
icon = 'icons/obj/grenade.dmi'
icon_state = initial(icon_state)
overlays = list()
switch(stage)
if(EMPTY)
name = "grenade casing[label]"
if(WIRED)
icon_state += "_ass"
name = "grenade casing[label]"
if(READY)
if(active)
icon_state += "_active"
else
icon_state += "_locked"
name = payload_name + "grenade" + label
underlays.Cut()
if(nadeassembly)
underlays += "[nadeassembly.a_left.icon_state]_left"
for(var/O in nadeassembly.a_left.attached_overlays)
underlays += "[O]_l"
underlays += "[nadeassembly.a_right.icon_state]_right"
for(var/O in nadeassembly.a_right.attached_overlays)
underlays += "[O]_r"
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == READY && !active)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(nadeassembly)
nadeassembly.attack_self(user)
update_icon(UPDATE_ICON_STATE)
else if(clown_check(user))
// This used to go before the assembly check, but that has absolutely zero to do with priming the damn thing. You could spam the admins with it.
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) [contained].")
investigate_log("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])[contained].", INVESTIGATE_BOMB)
add_attack_logs(user, src, "has primed (contained [contained])", ATKLOG_FEW)
to_chat(user, "<span class='warning'>You prime [src]! [det_time / 10] second\s!</span>")
playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
update_icon()
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(det_time)
prime()
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
var/turf/T = get_turf(src)
log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(T)]")
add_attack_logs(P.firer, owner, "A projectile ([hitby]) detonated a grenade held", ATKLOG_FEW)
prime()
return 1 //It hit the grenade, not them
/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
if(istype(I,/obj/item/hand_labeler))
var/obj/item/hand_labeler/HL = I
if(length(HL.label))
label = " ([HL.label])"
return 0
else
if(label)
label = null
update_icon(UPDATE_ICON_STATE)
to_chat(user, "You remove the label from [src].")
return 1
else if(stage == WIRED && is_type_in_list(I, allowed_containers))
if(length(beakers) == 2)
to_chat(user, "<span class='notice'>[src] can not hold more containers.</span>")
return
else
if(I.reagents.total_volume)
to_chat(user, "<span class='notice'>You add [I] to the assembly.</span>")
user.drop_item()
I.forceMove(src)
beakers += I
else
to_chat(user, "<span class='notice'>[I] is empty.</span>")
else if(stage == EMPTY && istype(I, /obj/item/assembly_holder))
var/obj/item/assembly_holder/A = I
if(!A.secured)
return
if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
return
user.drop_item()
nadeassembly = A
A.master = src
A.forceMove(src)
assemblyattacher = user.ckey
stage = WIRED
to_chat(user, "<span class='notice'>You add [A] to [src]!</span>")
update_icon(UPDATE_ICON_STATE)
else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
stage = WIRED
to_chat(user, "<span class='notice'>You rig [src].</span>")
update_icon(UPDATE_ICON_STATE)
else if(stage == READY && istype(I, /obj/item/wirecutters))
to_chat(user, "<span class='notice'>You unlock the assembly.</span>")
stage = WIRED
update_icon(UPDATE_ICON_STATE)
else if(stage == WIRED && iswrench(I))
to_chat(user, "<span class='notice'>You open the grenade and remove the contents.</span>")
stage = EMPTY
payload_name = null
label = null
if(nadeassembly)
nadeassembly.forceMove(get_turf(src))
nadeassembly.master = null
nadeassembly = null
if(length(beakers))
for(var/obj/O in beakers)
O.forceMove(get_turf(src))
beakers = list()
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/screwdriver_act(mob/living/user, obj/item/I)
if(stage == WIRED)
if(!length(beakers))
to_chat(user, "<span class='notice'>You need to add at least one beaker before locking the assembly.</span>")
return TRUE
to_chat(user, "<span class='notice'>You lock the assembly.</span>")
playsound(loc, prime_sound, 25, -3)
stage = READY
update_icon(UPDATE_ICON_STATE)
contained = ""
cores = "" // clear them out so no recursive logging by accidentally
for(var/obj/O in beakers)
if(!O.reagents)
continue
if(istype(O, /obj/item/slime_extract))
cores += " [O]"
for(var/R in O.reagents.reagent_list)
var/datum/reagent/reagent = R
contained += "[reagent.volume] [reagent], "
if(contained)
if(cores)
contained = "\[[cores]; [contained]\]"
else
contained = "\[ [contained]\]"
var/turf/bombturf = get_turf(loc)
add_attack_logs(user, src, "has completed with [contained]", ATKLOG_MOST)
log_game("[key_name(usr)] has completed [name] at [bombturf.x], [bombturf.y], [bombturf.z]. [contained]")
return TRUE
else if(stage == READY && !nadeassembly)
det_time = det_time == 5 SECONDS ? 3 SECONDS : 5 SECONDS // Toggle between 3 and 5 seconds.
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>")
return TRUE
else if(stage == EMPTY)
to_chat(user, "<span class='notice'>You need to add an activation mechanism.</span>")
return TRUE
/obj/item/grenade/chem_grenade/HasProximity(atom/movable/AM)
if(nadeassembly)
nadeassembly.HasProximity(AM)
/obj/item/grenade/chem_grenade/Move() // prox sensors and infrared care about this
. = ..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/pickup()
. = ..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM, oldloc)
if(nadeassembly)
nadeassembly.Crossed(AM, oldloc)
/obj/item/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
nadeassembly.on_found(finder)
/obj/item/grenade/chem_grenade/hear_talk(mob/living/M, list/message_pieces)
if(nadeassembly)
nadeassembly.hear_talk(M, message_pieces)
/obj/item/grenade/chem_grenade/hear_message(mob/living/M, msg)
if(nadeassembly)
nadeassembly.hear_message(M, msg)
/obj/item/grenade/chem_grenade/Bump()
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/throw_impact() // called when a throw stops
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/prime()
if(stage != READY)
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/reagent_containers/glass/G in beakers)
reactants += G.reagents
if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(loc, 'sound/items/screwdriver2.ogg', 50, 1)
if(length(beakers))
for(var/obj/O in beakers)
O.forceMove(get_turf(src))
beakers = list()
stage = EMPTY
update_icon(UPDATE_ICON_STATE)
return
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>. [contained]")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z]) [contained]")
investigate_log("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.", INVESTIGATE_BOMB)
add_attack_logs(last, src, "has armed for detonation", ATKLOG_FEW)
update_mob()
qdel(src)
/obj/item/grenade/chem_grenade/proc/CreateDefaultTrigger(typekey)
if(ispath(typekey,/obj/item/assembly))
nadeassembly = new(src)
nadeassembly.a_left = new /obj/item/assembly/igniter(nadeassembly)
nadeassembly.a_left.holder = nadeassembly
nadeassembly.a_left.secured = TRUE
nadeassembly.a_right = new typekey(nadeassembly)
if(!nadeassembly.a_right.secured)
nadeassembly.a_right.toggle_secure() // necessary because fuxing prock_sensors
nadeassembly.a_right.holder = nadeassembly
nadeassembly.secured = TRUE
nadeassembly.master = src
nadeassembly.update_icon()
stage = READY
update_icon()
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/grenade/chem_grenade/large
name = "large grenade casing"
desc = "A custom made large grenade. It affects a larger area."
icon_state = "large_grenade"
bomb_state = "largebomb"
allowed_containers = list(/obj/item/reagent_containers/glass,/obj/item/reagent_containers/condiment,
/obj/item/reagent_containers/drinks)
origin_tech = "combat=3;engineering=3"
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/grenade/chem_grenade/large/prime()
if(stage != READY)
return
for(var/obj/item/slime_extract/S in beakers)
if(S.Uses)
for(var/obj/item/reagent_containers/glass/G in beakers)
G.reagents.trans_to(S, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally,
//otherwise drop it on the ground for timed reactions like gold.
if(S)
if(S.reagents && S.reagents.total_volume)
for(var/obj/item/reagent_containers/glass/G in beakers)
S.reagents.trans_to(G, S.reagents.total_volume)
else
S.forceMove(get_turf(src))
no_splash = TRUE
..()
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/slime_extract) && stage == WIRED)
to_chat(user, "<span class='notice'>You add [I] to the assembly.</span>")
user.drop_item()
I.loc = src
beakers += I
else
return ..()
/// Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
/obj/item/grenade/chem_grenade/cryo
name = "cryo grenade"
desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/// Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
/obj/item/grenade/chem_grenade/pyro
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
icon_state = "pyrog"
origin_tech = "combat=4;engineering=4"
affected_area = 3
ignition_temp = 500 // This is enough to expose a hotspot.
/// Intended for weaker, but longer lasting effects. Could have some interesting uses.
/obj/item/grenade/chem_grenade/adv_release
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
icon_state = "timeg"
origin_tech = "combat=3;engineering=4"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(unit_spread)
if(0 to 24)
unit_spread += 5
if(25 to 99)
unit_spread += 25
else
unit_spread = 5
to_chat(user, "<span class='notice'>You set the time release to [unit_spread] units per detonation.</span>")
/obj/item/grenade/chem_grenade/adv_release/prime()
if(stage != READY)
return
var/total_volume = 0
for(var/obj/item/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(!total_volume)
qdel(src)
qdel(nadeassembly)
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
for(var/obj/item/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
investigate_log("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.", INVESTIGATE_BOMB)
add_attack_logs(last, src, "has armed for detonation", ATKLOG_FEW)
else
addtimer(CALLBACK(src, PROC_REF(prime)), det_time)
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
/obj/item/grenade/chem_grenade/metalfoam
payload_name = "metal foam"
desc = "Used for emergency sealing of air breaches."
stage = READY
/obj/item/grenade/chem_grenade/metalfoam/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("fluorosurfactant", 10)
B2.reagents.add_reagent("sacid", 10)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/firefighting
payload_name = "fire fighting"
desc = "Can help to put out dangerous fires from a distance."
stage = READY
/obj/item/grenade/chem_grenade/firefighting/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("firefighting_foam", 30)
B2.reagents.add_reagent("firefighting_foam", 30)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/incendiary
payload_name = "incendiary"
desc = "Used for clearing rooms of living things."
stage = READY
/obj/item/grenade/chem_grenade/incendiary/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("sacid", 25)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/antiweed
payload_name = "weed killer"
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
stage = READY
/obj/item/grenade/chem_grenade/antiweed/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("atrazine", 30)
B1.reagents.add_reagent("potassium", 20)
B2.reagents.add_reagent("phosphorus", 20)
B2.reagents.add_reagent("sugar", 20)
B2.reagents.add_reagent("atrazine", 10)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/cleaner
belt_icon = "grenade"
payload_name = "cleaner"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = READY
/// The chemical used to clean things
var/cleaning_chem = "cleaner"
/obj/item/grenade/chem_grenade/cleaner/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent(cleaning_chem, 10)
B2.reagents.add_reagent("water", 40) //when you make pre-designed foam reactions that carry the reagents, always add water last
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/cleaner/everything
payload_name = "melter"
desc = "Inside of this grenade are black-market Syndicate nanites that consume everything they come in cross with. Organs, clothes, consoles, people. Nothing is safe.<br>Now with a new foaming applicator!"
cleaning_chem = "admincleaner_all"
/obj/item/grenade/chem_grenade/cleaner/object
payload_name = "object dissolving"
desc = "Inside of this grenade are black-market Syndicate nanites that curiously only consume objects, leaving living creatures and larger machinery alone.<br>Now with a new foaming applicator!"
cleaning_chem = "admincleaner_item"
/obj/item/grenade/chem_grenade/cleaner/organic
payload_name = "organic dissolving"
desc = "Inside of this grenade are black-market Syndicate nanites that have an appetite for living creatures and their organs, be they silicon or organic, dead or alive.<br>Now with a new foaming applicator!"
cleaning_chem = "admincleaner_mob"
/obj/item/grenade/chem_grenade/teargas
payload_name = "teargas"
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
stage = READY
/obj/item/grenade/chem_grenade/teargas/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("condensedcapsaicin", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/facid
payload_name = "acid smoke"
desc = "Use to chew up opponents from the inside out."
stage = READY
/obj/item/grenade/chem_grenade/facid/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("facid", 80)
B1.reagents.add_reagent("potassium", 20)
B2.reagents.add_reagent("phosphorus", 20)
B2.reagents.add_reagent("sugar", 20)
B2.reagents.add_reagent("facid", 60)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/saringas
payload_name = "sarin gas"
desc = "Contains sarin gas; extremely deadly and fast acting; use with extreme caution."
stage = READY
/obj/item/grenade/chem_grenade/saringas/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("sarin", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
update_icon(UPDATE_ICON_STATE)
/obj/item/grenade/chem_grenade/tar
payload_name = "sticky tar"
desc = "For spreading sticky tar. Become the anti-janitor!"
stage = READY
/obj/item/grenade/chem_grenade/tar/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/beaker_1 = new(src)
var/obj/item/reagent_containers/glass/beaker/beaker_2 = new(src)
beaker_1.reagents.add_reagent("sticky_tar", 15)
beaker_1.reagents.add_reagent("potassium", 10)
beaker_2.reagents.add_reagent("phosphorus", 10)
beaker_2.reagents.add_reagent("sugar", 10)
beakers += beaker_1
beakers += beaker_2
update_icon(UPDATE_ICON_STATE)
#undef EMPTY
#undef WIRED
#undef READY