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DGamerLandGitHub 4cf6595d12 Makes all playsounds use bools for vary (#26183)
* Makes all playsounds use `TRUE` for vary

* Same but for `FALSE`
2024-07-08 23:54:38 +00:00

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/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 = 3
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, "<span class='warning'>Huh? How does this thing work?</span>")
active = TRUE
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -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, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
active = TRUE
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -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
. += "[src] is set for instant detonation."
/obj/item/grenade/attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You prime [src]! [det_time/10] seconds!</span>")
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 href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>")
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, "<span class='notice'>You set [src] for 1 second detonation time.</span>")
if(10)
det_time = 30
to_chat(user, "<span class='notice'>You set [src] for 3 second detonation time.</span>")
if(30)
det_time = 50
to_chat(user, "<span class='notice'>You set [src] for 5 second detonation time.</span>")
if(50)
det_time = 1
to_chat(user, "<span class='notice'>You set [src] for instant detonation.</span>")
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 ..()
/obj/item/grenade/cmag_act(mob/user)
if(HAS_TRAIT(src, TRAIT_CMAGGED))
return
ADD_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade")
to_chat(user, "<span class='warning'>You drip some yellow ooze into [src]. [src] suddenly doesn't want to leave you...</span>")
AddComponent(/datum/component/boomerang, throw_range, TRUE)
/obj/item/grenade/uncmag()
if(!HAS_TRAIT(src, TRAIT_CMAGGED))
return
REMOVE_TRAIT(src, TRAIT_CMAGGED, "cmagged grenade")
var/datum/component/bomberang = GetComponent(/datum/component/boomerang)
if(!bomberang)
return
bomberang.RemoveComponent()
qdel(bomberang)