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* Clean up grenades * Update clusterbuster.dm * Update grenade.dm * Update flashbang.dm * Update grenade.dm * Update frag.dm * Update code/game/objects/items/weapons/grenades/frag.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Update code/game/objects/items/weapons/grenades/ghettobomb.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * update * Update code/game/objects/items/weapons/grenades/frag.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * update * update * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Update grenade.dm * Update code/game/objects/items/weapons/grenades/frag.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * extra var --------- Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
113 lines
3.8 KiB
Plaintext
113 lines
3.8 KiB
Plaintext
/obj/item/grenade/flashbang
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name = "flashbang"
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desc = "A less-than-lethal grenade designed for crowd control. Blinds all unprotected targets in range and disrupts their balance, sending them falling to the floor."
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icon_state = "flashbang"
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item_state = "flashbang"
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belt_icon = "flashbang"
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origin_tech = "materials=2;combat=3"
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light_power = 10
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light_color = LIGHT_COLOR_WHITE
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/// The duration the area is illuminated.
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var/light_time = 0.2 SECONDS
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/// The range in tiles of the flashbang.
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var/range = 7
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/obj/item/grenade/flashbang/prime()
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update_mob()
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var/turf/T = get_turf(src)
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if(T)
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// VFX and SFX
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do_sparks(rand(5, 9), FALSE, src)
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playsound(T, 'sound/effects/bang.ogg', 100, TRUE)
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new /obj/effect/dummy/lighting_obj(T, light_color, range + 2, light_power, light_time)
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// Blob damage
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for(var/obj/structure/blob/B in hear(range + 1, T))
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var/damage = round(30 / (get_dist(B, T) + 1))
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B.take_damage(damage, BURN, MELEE, FALSE)
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// Stunning & damaging mechanic
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bang(T, src, range)
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qdel(src)
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/obj/item/grenade/flashbang/screwdriver_act(mob/living/user, obj/item/I)
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switch(det_time)
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if(0.1 SECONDS)
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det_time = 3 SECONDS
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to_chat(user, "<span class='notice'>You set [src] for 3 second detonation time.</span>")
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if(3 SECONDS)
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det_time = 5 SECONDS
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to_chat(user, "<span class='notice'>You set [src] for 5 second detonation time.</span>")
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if(5 SECONDS)
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det_time = 0.1 SECONDS
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to_chat(user, "<span class='notice'>You set [src] for instant detonation.</span>")
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add_fingerprint(user)
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return TRUE
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/**
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* Creates a flashing effect that blinds and deafens mobs within range
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*
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* Arguments:
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* * T - The turf to flash
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* * A - The flashing atom
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* * range - The range in tiles of the flash
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* * flash - Whether to flash (blind)
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* * bang - Whether to bang (deafen)
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*/
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/proc/bang(turf/T, atom/A, range = 7, flash = TRUE, bang = TRUE)
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// Flashing mechanic
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var/turf/source_turf = get_turf(A)
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for(var/mob/living/M in hearers(range, T))
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if(M.stat == DEAD)
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continue
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M.show_message("<span class='warning'>BANG</span>", 2)
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var/mobturf = get_turf(M)
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var/distance = max(1, get_dist(source_turf, mobturf))
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var/status_duration = max(10 SECONDS / distance, 4 SECONDS)
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// Flash
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if(flash)
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if(M.flash_eyes(affect_silicon = TRUE))
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M.Confused(status_duration * 2)
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// Bang
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if(!bang)
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continue
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var/ear_safety = M.check_ear_prot()
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//Atmosphere affects sound
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var/pressure_factor = 1
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var/datum/gas_mixture/hearer_env = source_turf.get_readonly_air()
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var/datum/gas_mixture/source_env = T.get_readonly_air()
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if(hearer_env && source_env)
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var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
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if(pressure < ONE_ATMOSPHERE - 10) //-10 KPA as a nice soft zone before we start losing power
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pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE) / (ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
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else //space
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pressure_factor = 0
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if(distance <= 1)
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pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound
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if(source_turf == mobturf) // Holding on person or being exactly where lies is significantly more dangerous and voids protection
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M.KnockDown(10 SECONDS)
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M.Deaf(15 SECONDS)
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if(ear_safety)
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continue
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M.KnockDown(status_duration * pressure_factor)
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M.Deaf(30 SECONDS * pressure_factor)
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if(!iscarbon(M))
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continue
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var/mob/living/carbon/C = M
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var/obj/item/organ/internal/ears/ears = C.get_int_organ(/obj/item/organ/internal/ears)
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if(istype(ears))
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ears.receive_damage(5 * pressure_factor)
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if(ears.damage >= 15)
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to_chat(M, "<span class='warning'>Your ears start to ring badly!</span>")
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if(prob(ears.damage - 5))
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to_chat(M, "<span class='warning'>You can't hear anything!</span>")
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else if(ears.damage >= 5)
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to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
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