mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-06-04 13:03:34 +01:00
141 lines
4.4 KiB
Plaintext
141 lines
4.4 KiB
Plaintext
/obj/item/weapon/grenade/flashbang
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name = "flashbang"
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icon_state = "flashbang"
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item_state = "flashbang"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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origin_tech = "materials=2;combat=1"
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var/banglet = 0
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/obj/item/weapon/grenade/flashbang/prime()
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update_mob()
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var/flashbang_turf = get_turf(src)
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if(!flashbang_turf)
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return
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for(var/mob/living/M in hearers(7, flashbang_turf))
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bang(get_turf(M), M)
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for(var/obj/effect/blob/B in hear(8,flashbang_turf)) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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B.health -= damage
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B.update_icon()
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qdel(src)
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/M)
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M.show_message("<span class='warning'>BANG</span>", 2)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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var/distance = max(1,get_dist(src,T))
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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eye_safety = C.eyecheck()
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if((H.r_ear && (H.r_ear.flags & EARBANGPROTECT)) || (H.l_ear && (H.l_ear.flags & EARBANGPROTECT)) || (H.head && (H.head.flags & HEADBANGPROTECT)))
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ear_safety++
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//Flash
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if(!eye_safety && ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
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flick("e_flash", M.flash)
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if (E) E.damage += rand(1, 3)
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M.Stun(max(10/distance, 3))
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M.Weaken(max(10/distance, 3))
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='warning'>Your eyes start to burn badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='warning'>You can't see anything!</span>"
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//Bang
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if((src.loc == M) || src.loc == M.loc)//Holding on person or being exactly where lies is significantly more dangerous and voids protection
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M.Stun(10)
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M.Weaken(10)
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if(!ear_safety)
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M.Stun(max(10/distance, 3))
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M.Weaken(max(10/distance, 3))
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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if (M.ear_damage >= 15)
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M << "<span class='warning'>Your ears start to ring badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if(prob(M.ear_damage - 10 + 5))
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M << "<span class='warning'>You can't hear anything!</span>"
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M.disabilities |= DEAF
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else
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if (M.ear_damage >= 5)
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M << "<span class='warning'>Your ears start to ring!</span>"
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////////////////////
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//Clusterbang
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////////////////////
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/obj/item/weapon/grenade/flashbang/clusterbang
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desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
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name = "clusterbang"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang"
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/obj/item/weapon/grenade/flashbang/clusterbang/prime()
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update_mob()
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var/numspawned = rand(4,8)
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var/again = 0
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for(var/more = numspawned,more > 0,more--)
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if(prob(35))
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again++
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numspawned--
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for(var/loop = numspawned, loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/cluster(loc)//Launches flashbangs
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for(var/loop = again ,loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/clusterbang/segment(loc)//Creates a 'segment' that launches a few more flashbangs
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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qdel(src)
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//////////////////////
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//Clusterbang segment
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//////////////////////
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/obj/item/weapon/grenade/flashbang/clusterbang/segment
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desc = "A smaller segment of a clusterbang. Better run."
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name = "clusterbang segment"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang_segment"
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()
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..()
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icon_state = "clusterbang_segment_active"
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active = 1
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walk_away(src,loc,rand(1,4))
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spawn(rand(15,60))
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prime()
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
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update_mob()
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var/numspawned = rand(4,8)
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for(var/loop = numspawned ,loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/cluster(loc)
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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qdel(src)
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////////////////////////////////
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//Clusterbang spawned flashbang
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////////////////////////////////
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/obj/item/weapon/grenade/flashbang/cluster/New()
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..()
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icon_state = "flashbang_active"
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active = 1
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banglet = 1
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walk_away(src,loc,rand(1,3))
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spawn(rand(15,60))
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prime() |