Files
Paradise/code/game/objects/items/weapons/grenades.dm
mport2004@gmail.com c9bb9c2e5f Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 07:41:37 +00:00

252 lines
6.2 KiB
Plaintext

/*
CONTAINS:
EMP GRENADE
FLASHBANG
*/
/obj/item/weapon/empgrenade
desc = "It is set to detonate in 5 seconds."
name = "emp grenade"
w_class = 2.0
icon = 'device.dmi'
icon_state = "emp"
item_state = "emp"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
origin_tech = "materials=2;magnets=3"
var
active = 0
det_time = 50
proc
prime()
clown_check(var/mob/living/user)
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if((user.equipped() == src)&&(!active)&&(clown_check(user)))
user << "\red You prime the emp grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "empar"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( src.det_time )
prime()
return
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
return
attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "\red You prime the EMP grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "empar"
add_fingerprint(user)
spawn(src.det_time)
prime()
return
return
prime()
playsound(src.loc, 'Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
if(empulse(src, 5, 7))
del(src)
return
clown_check(var/mob/living/user)
if((user.mutations & CLOWN) && prob(50))
user << "\red Huh? How does this thing work?!"
src.active = 1
src.icon_state = "empar"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return 0
return 1
/****************************Flashbang***********************************************/
/obj/item/weapon/flashbang
desc = "It is set to detonate in 3 seconds."
name = "flashbang"
icon = 'grenade.dmi'
icon_state = "flashbang"
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
origin_tech = "materials=2;combat=1"
var
active = 0
det_time = 30
proc
prime()
clown_check(var/mob/living/user)
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (isscrewdriver(W))
switch(src.det_time)
if ("1")
src.det_time = 30
user.show_message("\blue You set the flashbang for 3 second detonation time.")
src.desc = "It is set to detonate in 3 seconds."
if ("30")
src.det_time = 100
user.show_message("\blue You set the flashbang for 10 second detonation time.")
src.desc = "It is set to detonate in 10 seconds."
if ("100")
src.det_time = 1
user.show_message("\blue You set the flashbang for instant detonation.")
src.desc = "It is set to detonate instantly."
src.add_fingerprint(user)
..()
return
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if((user.equipped() == src)&&(!active)&&(clown_check(user)))
user << "\red You prime the flashbang! [det_time/10] seconds!"
src.active = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(src.det_time)
prime()
return
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
return
attack_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand()
walk(src, null, null)
..()
return
prime()
playsound(src.loc, 'bang.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
for(var/mob/living/carbon/M in viewers(T, null))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
M << "\red <B>BANG</B>"
//Checking for protections
var/eye_safety = 0
var/ear_safety = 0
if(iscarbon(M))
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
ear_safety += 2
if(M.mutations & HULK)
ear_safety += 1
if(istype(M:head, /obj/item/clothing/head/helmet))
ear_safety += 1
//Flashing everyone
if(eye_safety < 1)
flick("e_flash", M.flash)
M.eye_stat += rand(1, 3)
M.stunned = max(M.stunned,2)
M.weakened = max(M.weakened,10)
//Now applying sound
if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
if(ear_safety > 0)
M.stunned = max(M.stunned,2)
M.weakened = max(M.weakened,1)
else
M.stunned = max(M.stunned,10)
M.weakened = max(M.weakened,3)
if ((prob(14) || (M == src.loc && prob(70))))
M.ear_damage += rand(1, 10)
else
M.ear_damage += rand(0, 5)
M.ear_deaf = max(M.ear_deaf,15)
else if(get_dist(M, T) <= 5)
if(!ear_safety)
M.stunned = max(M.stunned,8)
M.ear_damage += rand(0, 3)
M.ear_deaf = max(M.ear_deaf,10)
else if(!ear_safety)
M.stunned = max(M.stunned,4)
M.ear_damage += rand(0, 1)
M.ear_deaf = max(M.ear_deaf,5)
//This really should be in mob not every check
if (M.eye_stat >= 20)
M << "\red Your eyes start to burn badly!"
M.disabilities |= 1
if (prob(M.eye_stat - 20 + 1))
M << "\red You can't see anything!"
M.sdisabilities |= 1
if (M.ear_damage >= 15)
M << "\red Your ears start to ring badly!"
if (prob(M.ear_damage - 10 + 5))
M << "\red You can't hear anything!"
M.sdisabilities |= 4
else
if (M.ear_damage >= 5)
M << "\red Your ears start to ring!"
//Blob damage here
for(var/obj/blob/B in view(8,T))
var/damage = round(30/(get_dist(B,T)+1))
B.health -= damage
B.update()
del(src)
return
attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "\red You prime the flashbang! [det_time/10] seconds!"
src.active = 1
src.icon_state = "flashbang1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
clown_check(var/mob/living/user)
if ((user.mutations & CLOWN) && prob(50))
user << "\red Huh? How does this thing work?!"
src.active = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return 0
return 1