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89796a055b
* Makes RemoveComponent more sane * An even better wrapper * Update code/datums/components/surgery_initiator.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/datums/components/_component.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/datums/components/_component.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/datums/components/_component.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/datums/components/_component.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
129 lines
4.1 KiB
Plaintext
129 lines
4.1 KiB
Plaintext
/obj/item/grenade
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name = "grenade"
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desc = "A hand held grenade with an adjustable timer."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "grenade"
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item_state = "grenade"
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throw_speed = 3
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throw_range = 20
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flags = CONDUCT
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slot_flags = SLOT_FLAG_BELT
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resistance_flags = FLAMMABLE
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max_integrity = 40
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/// Has the pin been pulled?
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var/active = FALSE
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/// Time between the pin being pulled and detonation.
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var/det_time = 5 SECONDS
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/// Does the grenade show the fuze's time setting on examine?
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var/display_timer = TRUE
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/// Can the grenade's fuze time be changed?
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var/modifiable_timer = TRUE
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/obj/item/grenade/examine(mob/user)
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. = ..()
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if(!display_timer)
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return
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if(det_time > 1)
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. += "<span class='notice'>The fuze is set to [det_time / 10] second\s.</span>"
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else
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. += "<span class='warning'>[src] is set for instant detonation.</span>"
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if(modifiable_timer)
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. += "<span class='notice'>Use a screwdriver to modify the time on the fuze.</span>"
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else
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. += "<span class='notice'>The fuze's time cannot be modified.</span>"
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/obj/item/grenade/deconstruct(disassembled = TRUE)
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if(!disassembled)
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prime()
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if(!QDELETED(src))
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qdel(src)
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/obj/item/grenade/proc/clown_check(mob/living/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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playsound(loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -3)
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spawn(5)
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if(user)
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user.drop_item()
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prime()
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return FALSE
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return TRUE
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/obj/item/grenade/attack_self(mob/user as mob)
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if(active)
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return
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if(!clown_check(user))
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return
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to_chat(user, "<span class='danger'>You prime [src]! [det_time / 10] seconds!</span>")
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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message_admins("[key_name_admin(user)] has primed a [name] for detonation at <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>")
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log_game("[key_name(user)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])")
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investigate_log("[key_name(user)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "has primed for detonation", ATKLOG_FEW)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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prime()
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/obj/item/grenade/proc/prime()
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return
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/obj/item/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/M = loc
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M.unEquip(src)
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/obj/item/grenade/screwdriver_act(mob/living/user, obj/item/I)
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if(!modifiable_timer)
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return
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switch(det_time)
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if(1 DECISECONDS)
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det_time = 1 SECONDS
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to_chat(user, "<span class='notice'>You set [src] for 1 second detonation time.</span>")
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if(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 = 1 DECISECONDS
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to_chat(user, "<span class='warning'>You set [src] for instant detonation.</span>")
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add_fingerprint(user)
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return TRUE
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/obj/item/grenade/attack_hand()
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///We need to clear the walk_to on grabbing a moving grenade to have it not leap straight out of your hand
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walk(src, null, null)
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..()
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/obj/item/grenade/Destroy()
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///We need to clear the walk_to on destroy to allow a grenade which uses walk_to or related to properly GC
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walk_to(src, 0)
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return ..()
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/obj/item/grenade/cmag_act(mob/user)
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if(HAS_TRAIT(src, TRAIT_CMAGGED))
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return
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ADD_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade")
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to_chat(user, "<span class='warning'>You drip some yellow ooze into [src]. [src] suddenly doesn't want to leave you...</span>")
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AddComponent(/datum/component/boomerang, throw_range, TRUE)
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/obj/item/grenade/uncmag()
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if(!HAS_TRAIT(src, TRAIT_CMAGGED))
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return
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REMOVE_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade")
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DeleteComponent(/datum/component/boomerang)
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