mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-06-04 13:03:34 +01:00
131 lines
4.7 KiB
Plaintext
131 lines
4.7 KiB
Plaintext
//improvised explosives//
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//iedcasing assembly crafting//
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/obj/item/weapon/reagent_containers/food/drinks/cans/attackby(var/obj/item/I, mob/user as mob)
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if(istype(I, /obj/item/device/assembly/igniter))
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var/obj/item/device/assembly/igniter/G = I
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var/obj/item/weapon/grenade/iedcasing/W = new /obj/item/weapon/grenade/iedcasing
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user.unEquip(G)
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user.unEquip(src)
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user.put_in_hands(W)
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user << "<span class='notice'>You stuff the [I] in the [src], emptying the contents beforehand.</span>"
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W.underlays += image(src.icon, icon_state = src.icon_state)
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qdel(I)
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qdel(src)
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/obj/item/weapon/grenade/iedcasing
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name = "improvised explosive assembly"
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desc = "An igniter stuffed into an aluminum shell."
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w_class = 2.0
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icon = 'icons/obj/grenade.dmi'
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icon_state = "improvised_grenade"
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item_state = "flashbang"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/assembled = 0
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active = 1
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det_time = 50
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display_timer = 0
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var/range = 3
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var/times = list()
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/obj/item/weapon/grenade/iedcasing/afterattack(atom/target, mob/user , flag) //Filling up the can
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if(assembled == 0)
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if( istype(target, /obj/structure/reagent_dispensers/fueltank))
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if(target.reagents.total_volume < 50)
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user << "<span class='notice'>There's not enough fuel left to work with.</span>"
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return
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var/obj/structure/reagent_dispensers/fueltank/F = target
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F.reagents.remove_reagent("fuel", 50, 1)//Deleting 50 fuel from the welding fuel tank,
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assembled = 1
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user << "<span class='notice'>You've filled the makeshift explosive with welding fuel.</span>"
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playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
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desc = "An improvised explosive assembly. Filled to the brim with 'Explosive flavor'"
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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return
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/obj/item/weapon/grenade/iedcasing/attackby(var/obj/item/I, mob/user as mob) //Wiring the can for ignition
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if(istype(I, /obj/item/stack/cable_coil))
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if(assembled == 1)
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var/obj/item/stack/cable_coil/C = I
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C.use(1)
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assembled = 2
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user << "<span class='notice'>You wire the igniter to detonate the fuel.</span>"
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desc = "A weak, improvised explosive."
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")
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name = "improvised explosive"
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active = 0
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det_time = rand(30,80)
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/obj/item/weapon/grenade/iedcasing/filled
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name = "improvised firebomb"
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desc = "A weak, improvised incendiary device."
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w_class = 2.0
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icon = 'icons/obj/grenade.dmi'
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icon_state = "improvised_grenade"
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item_state = "flashbang"
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icon_override = 'icons/mob/in-hand/tools.dmi'
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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slot_flags = SLOT_BELT
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active = 0
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det_time = 50
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assembled = 2
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/obj/item/weapon/grenade/iedcasing/filled/New(loc)
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..()
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired")
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times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
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det_time = text2num(pickweight(times))
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if(det_time < 0) //checking for 'duds'
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range = 1
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det_time = rand(30,80)
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else
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range = pick(2,2,2,3,3,3,4)
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/obj/item/weapon/grenade/iedcasing/CheckParts()
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var/obj/item/weapon/reagent_containers/food/drinks/cans/can = locate() in contents
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if(can)
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underlays += can
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/obj/item/weapon/grenade/iedcasing/attack_self(mob/user as mob) //
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if(!active)
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if(clown_check(user))
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user << "<span class='warning'>You light the [name]!</span>"
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active = 1
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overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
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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(usr)]<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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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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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/iedcasing/prime() //Blowing that can up
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update_mob()
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explosion(src.loc,-1,-1,-1, flame_range = range) // no explosive damage, only a large fireball.
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qdel(src)
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/obj/item/weapon/grenade/iedcasing/examine(mob/user)
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..()
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user << "You can't tell when it will explode!"
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