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Paradise/code/game/objects/items/weapons/grenades/ghettobomb.dm
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2015-07-09 02:48:34 -04:00

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