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Paradise/code/game/objects/grenades/grenade.dm
T
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

107 lines
3.1 KiB
Plaintext

/obj/item/weapon/grenade
name = "grenade"
desc = "A hand held grenade, with an adjustable timer."
w_class = 2.0
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
var/active = 0
var/det_time = 50
/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
if((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>Huh? How does this thing work?</span>"
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(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*/
/obj/item/weapon/grenade/examine()
set src in usr
usr << desc
if(det_time > 1)
usr << "The timer is set to [det_time/10] seconds."
return
usr << "\The [src] is set for instant detonation."
/obj/item/weapon/grenade/attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
active = 1
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(det_time)
if(user)
user.drop_item()
prime()
return
return
/obj/item/weapon/grenade/proc/prime()
// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
switch(det_time)
if ("1")
det_time = 10
user << "<span class='notice'>You set the [name] for 1 second detonation time.</span>"
if ("10")
det_time = 30
user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
if ("30")
det_time = 50
user << "<span class='notice'>You set the [name] for 5 second detonation time.</span>"
if ("50")
det_time = 1
user << "<span class='notice'>You set the [name] for instant detonation.</span>"
add_fingerprint(user)
..()
return
/obj/item/weapon/grenade/attack_hand()
walk(src, null, null)
..()
return
/obj/item/weapon/grenade/attack_paw(mob/user as mob)
return attack_hand(user)