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/obj/item/grenade/flashbang
name = "flashbang"
icon_state = "flashbang"
item_state = "flashbang"
belt_icon = "flashbang"
origin_tech = "materials=2;combat=3"
light_power = 10
light_color = LIGHT_COLOR_WHITE
var/light_time = 0.2 SECONDS // The duration the area is illuminated
var/range = 7 // The range in tiles of the flashbang
/obj/item/grenade/flashbang/prime()
update_mob()
var/turf/T = get_turf(src)
if(T)
// VFX and SFX
do_sparks(rand(5, 9), FALSE, src)
playsound(T, 'sound/effects/bang.ogg', 100, TRUE)
new /obj/effect/dummy/lighting_obj(T, light_color, range + 2, light_power, light_time)
// Blob damage
for(var/obj/structure/blob/B in hear(range + 1, T))
var/damage = round(30 / (get_dist(B, T) + 1))
B.take_damage(damage, BURN, MELEE, FALSE)
// Stunning & damaging mechanic
bang(T, src, range)
qdel(src)
/**
* Creates a flashing effect that blinds and deafens mobs within range
*
* Arguments:
* * T - The turf to flash
* * A - The flashing atom
* * range - The range in tiles of the flash
* * flash - Whether to flash (blind)
* * bang - Whether to bang (deafen)
*/
/proc/bang(turf/T, atom/A, range = 7, flash = TRUE, bang = TRUE)
// Flashing mechanic
var/source_turf = get_turf(A)
for(var/mob/living/M in hearers(range, T))
if(M.stat == DEAD)
continue
M.show_message("<span class='warning'>BANG</span>", 2)
var/mobturf = get_turf(M)
var/distance = max(1, get_dist(source_turf, mobturf))
var/status_duration = max(10 SECONDS / distance, 4 SECONDS)
// Flash
if(flash)
if(M.flash_eyes(affect_silicon = TRUE))
M.Confused(status_duration * 2)
// Bang
var/ear_safety = M.check_ear_prot()
if(bang)
if(source_turf == mobturf) // Holding on person or being exactly where lies is significantly more dangerous and voids protection
M.KnockDown(10 SECONDS)
if(!ear_safety)
M.KnockDown(status_duration)
M.AdjustEarDamage(5, 15)
if(iscarbon(M))
var/mob/living/carbon/C = M
var/obj/item/organ/internal/ears/ears = C.get_int_organ(/obj/item/organ/internal/ears)
if(istype(ears))
if(ears.ear_damage >= 15)
to_chat(M, "<span class='warning'>Your ears start to ring badly!</span>")
if(prob(ears.ear_damage - 5))
to_chat(M, "<span class='warning'>You can't hear anything!</span>")
else if(ears.ear_damage >= 5)
to_chat(M, "<span class='warning'>Your ears start to ring!</span>")