mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-06-04 04:53:04 +01:00
503 lines
16 KiB
Plaintext
503 lines
16 KiB
Plaintext
#define EMPTY 0
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#define WIRED 1
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#define READY 2
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/obj/item/weapon/grenade/chem_grenade
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name = "grenade casing"
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desc = "A do it yourself grenade casing!"
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icon_state = "chemg"
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item_state = "flashbang"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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var/bomb_state = "chembomb"
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var/payload_name = null // used for spawned grenades
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w_class = 2
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force = 2
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var/stage = EMPTY
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var/list/beakers = list()
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var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
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var/affected_area = 3
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var/obj/item/device/assembly_holder/nadeassembly = null
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var/label = null
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/obj/item/weapon/grenade/chem_grenade/New()
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create_reagents(1000)
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if(payload_name)
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payload_name += " " // formatting, ignore me
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/examine(mob/user)
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display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
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..()
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/obj/item/weapon/grenade/chem_grenade/proc/get_trigger()
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if(!nadeassembly) return null
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for(var/obj/O in list(nadeassembly.a_left, nadeassembly.a_right))
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if(!O || istype(O,/obj/item/device/assembly/igniter)) continue
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return O
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return null
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/obj/item/weapon/grenade/chem_grenade/proc/update_overlays()
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underlays = list()
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if(nadeassembly)
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underlays += "[nadeassembly.a_left.icon_state]_left"
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for(var/O in nadeassembly.a_left.attached_overlays)
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underlays += "[O]_l"
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underlays += "[nadeassembly.a_right.icon_state]_right"
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for(var/O in nadeassembly.a_right.attached_overlays)
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underlays += "[O]_r"
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/obj/item/weapon/grenade/chem_grenade/update_icon()
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if(nadeassembly)
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = bomb_state
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update_overlays()
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var/obj/item/device/assembly/A = get_trigger()
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if(stage != READY)
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name = "bomb casing[label]"
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else
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if(!A)
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name = "[payload_name]de-fused bomb[label]" // this should not actually happen
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else
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name = payload_name + A.bomb_name + label // time bombs, remote mines, etc
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else
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icon = 'icons/obj/grenade.dmi'
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icon_state = initial(icon_state)
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overlays = list()
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switch(stage)
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if(EMPTY)
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name = "grenade casing[label]"
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if(WIRED)
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icon_state += "_ass"
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name = "grenade casing[label]"
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if(READY)
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if(active)
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icon_state += "_active"
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else
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icon_state += "_locked"
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name = payload_name + "grenade" + label
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/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user)
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if(stage == READY && !active)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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update_icon()
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else if(clown_check(user))
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// 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.
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var/log_str = "[key_name(usr)][isAntag(usr) ? "(ANTAG)" : ""]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
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msg_admin_attack(log_str)
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log_game(log_str)
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bombers += "[log_str]"
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user << "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>"
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active = 1
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update_icon()
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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/weapon/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
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if(istype(I,/obj/item/weapon/hand_labeler))
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var/obj/item/weapon/hand_labeler/HL = I
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if(length(HL.label))
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label = " ([HL.label])"
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return 0
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else
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if(label)
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label = null
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update_icon()
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user << "You remove the label from [src]."
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return 1
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if(istype(I, /obj/item/weapon/screwdriver))
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if(stage == WIRED)
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if(beakers.len)
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user << "<span class='notice'>You lock the assembly.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
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stage = READY
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update_icon()
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var/contained = ""
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var/cores = ""
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for(var/obj/O in beakers)
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if(!O.reagents) continue
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if(istype(O,/obj/item/slime_extract))
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cores += " [O]"
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for(var/reagent in O.reagents.reagent_list)
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contained += " [reagent] "
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if(contained)
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if(cores)
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contained = "\[[cores];[contained]\]"
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else
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contained = "\[[contained]\]"
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var/turf/bombturf = get_turf(loc)
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var/area/A = bombturf.loc
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var/log_str = "[key_name(usr)][isAntag(usr) ? "(ANTAG)" : ""]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has completed [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> [contained]."
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msg_admin_attack(log_str)
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log_game(log_str)
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else
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user << "<span class='notice'>You need to add at least one beaker before locking the assembly.</span>"
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else if(stage == READY && !nadeassembly)
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det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
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user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
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else if(stage == EMPTY)
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user << "<span class='notice'>You need to add an activation mechanism.</span>"
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else if(stage == WIRED && is_type_in_list(I, allowed_containers))
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if(beakers.len == 2)
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user << "<span class='notice'>[src] can not hold more containers.</span>"
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return
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else
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if(I.reagents.total_volume)
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user << "<span class='notice'>You add [I] to the assembly.</span>"
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user.drop_item()
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I.loc = src
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beakers += I
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else
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user << "<span class='notice'>[I] is empty.</span>"
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else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/A = I
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if(!A.secured)
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return
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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
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return
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user.drop_item()
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nadeassembly = A
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A.master = src
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A.loc = src
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stage = WIRED
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user << "<span class='notice'>You add [A] to [src]!</span>"
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update_icon()
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else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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C.use(1)
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stage = WIRED
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user << "<span class='notice'>You rig [src].</span>"
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update_icon()
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else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
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user << "<span class='notice'>You unlock the assembly.</span>"
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stage = WIRED
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update_icon()
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else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You open the grenade and remove the contents.</span>"
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stage = EMPTY
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payload_name = null
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label = null
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if(nadeassembly)
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nadeassembly.loc = get_turf(src)
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nadeassembly.master = null
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nadeassembly = null
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if(beakers.len)
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for(var/obj/O in beakers)
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O.loc = get_turf(src)
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beakers = list()
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update_icon()
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//assembly stuff
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/obj/item/weapon/grenade/chem_grenade/receive_signal()
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prime()
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/obj/item/weapon/grenade/chem_grenade/HasProximity(atom/movable/AM)
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if(nadeassembly)
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nadeassembly.HasProximity(AM)
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/obj/item/weapon/grenade/chem_grenade/Move() // prox sensors and infrared care about this
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..()
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if(nadeassembly)
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nadeassembly.process_movement()
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/obj/item/weapon/grenade/chem_grenade/pickup()
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..()
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if(nadeassembly)
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nadeassembly.process_movement()
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/obj/item/weapon/grenade/chem_grenade/Crossed(atom/movable/AM)
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if(nadeassembly)
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nadeassembly.Crossed(AM)
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/obj/item/weapon/grenade/chem_grenade/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/weapon/grenade/chem_grenade/hear_talk(mob/living/M, msg)
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if(nadeassembly)
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nadeassembly.hear_talk(M, msg)
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/obj/item/weapon/grenade/chem_grenade/Bump()
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..()
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if(nadeassembly)
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nadeassembly.process_movement()
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/obj/item/weapon/grenade/chem_grenade/throw_impact() // called when a throw stops
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..()
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if(nadeassembly)
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nadeassembly.process_movement()
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/obj/item/weapon/grenade/chem_grenade/prime()
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if(stage != READY)
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return
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var/has_reagents = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume)
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has_reagents = 1
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if(!has_reagents)
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playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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return
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playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
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update_mob()
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invisibility = INVISIBILITY_MAXIMUM //kaboom
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qdel(nadeassembly) // do this now to stop infrared beams
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var/end_temp = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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end_temp += G.reagents.chem_temp
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reagents.chem_temp = end_temp
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if(reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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for(var/atom/A in view(affected_area, loc))
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if(A == src)
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continue
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reagents.reaction(A, 1, 10)
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spawn(15) //Making sure all reagents can work
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qdel(src) //correctly before deleting the grenade.
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/obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey)
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if(ispath(typekey,/obj/item/device/assembly))
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nadeassembly = new(src)
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nadeassembly.a_left = new /obj/item/device/assembly/igniter(nadeassembly)
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nadeassembly.a_left.holder = nadeassembly
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nadeassembly.a_left.secured = 1
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nadeassembly.a_right = new typekey(nadeassembly)
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if(!nadeassembly.a_right.secured)
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nadeassembly.a_right.toggle_secure() // necessary because fuxing prock_sensors
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nadeassembly.a_right.holder = nadeassembly
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nadeassembly.secured = 1
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nadeassembly.master = src
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nadeassembly.update_icon()
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stage = READY
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update_icon()
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//Large chem grenades accept slime cores and use the appropriately.
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/obj/item/weapon/grenade/chem_grenade/large
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name = "large grenade casing"
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desc = "For oversized grenades; fits additional contents and affects a greater area."
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icon_state = "large_grenade"
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bomb_state = "largebomb"
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
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/obj/item/weapon/reagent_containers/food/drinks)
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origin_tech = "combat=3;materials=3"
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affected_area = 4
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/obj/item/weapon/grenade/chem_grenade/large/prime()
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if(stage != READY)
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return
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var/has_reagents = 0
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var/obj/item/slime_extract/valid_core = null
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(!istype(G)) continue
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if(G.reagents.total_volume) has_reagents = 1
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for(var/obj/item/slime_extract/E in beakers)
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if(!istype(E)) continue
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if(E.Uses) valid_core = E
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if(E.reagents.total_volume) has_reagents = 1
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if(!has_reagents)
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playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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return
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playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
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update_mob()
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if(valid_core)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(valid_core, G.reagents.total_volume)
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//If there is still a core (sometimes it's used up)
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//and there are reagents left, behave normally
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if(valid_core && valid_core.reagents && valid_core.reagents.total_volume)
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valid_core.reagents.trans_to(src,valid_core.reagents.total_volume)
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else
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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if(reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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for(var/atom/A in view(affected_area, loc))
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if( A == src ) continue
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reagents.reaction(A, 1, 10)
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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qdel(src) //correctly before deleting the grenade.
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//I tried to just put it in the allowed_containers list but
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//if you do that it must have reagents. If you're going to
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//make a special case you might as well do it explicitly. -Sayu
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/obj/item/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/slime_extract) && stage == WIRED)
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user << "<span class='notice'>You add [I] to the assembly.</span>"
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user.drop_item()
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I.loc = src
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beakers += I
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else
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return ..()
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/obj/item/weapon/grenade/chem_grenade/metalfoam
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payload_name = "metal foam"
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desc = "Used for emergency sealing of air breaches."
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stage = READY
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 30)
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B2.reagents.add_reagent("fluorosurfactant", 10)
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B2.reagents.add_reagent("sacid", 10)
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beakers += B1
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beakers += B2
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/incendiary
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payload_name = "incendiary"
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desc = "Used for clearing rooms of living things."
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stage = READY
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 25)
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B1.reagents.add_reagent("incendiaryfuel",25)
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B2.reagents.add_reagent("plasma", 25)
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B2.reagents.add_reagent("sacid", 25)
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beakers += B1
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beakers += B2
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/antiweed
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payload_name = "weed killer"
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desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
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stage = READY
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("atrazine", 30)
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B1.reagents.add_reagent("potassium", 20)
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B2.reagents.add_reagent("phosphorus", 20)
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B2.reagents.add_reagent("sugar", 20)
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B2.reagents.add_reagent("atrazine", 10)
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beakers += B1
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beakers += B2
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update_icon()
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/obj/item/weapon/grenade/chem_grenade/cleaner
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payload_name = "cleaner"
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desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
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stage = READY
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
|
|
B2.reagents.add_reagent("water", 40)
|
|
B2.reagents.add_reagent("cleaner", 60)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
update_icon()
|
|
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/teargas
|
|
payload_name = "teargas"
|
|
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
|
|
stage = READY
|
|
|
|
New()
|
|
..()
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
|
var/obj/item/weapon/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()
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/tabungas
|
|
payload_name = "tabungas"
|
|
desc = "Contains tabun gas; extremely deadly and fast acting; use with extreme caution."
|
|
stage = READY
|
|
|
|
New()
|
|
..()
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("tabun", 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()
|
|
|
|
#undef EMPTY
|
|
#undef WIRED
|
|
#undef READY |