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https://github.com/ParadiseSS13/Paradise.git
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Nodrak: - Bags of Holding can no longer be brought to the clown planet - Made a quick new sprite for broken telescreens - Removed the clusterbang from the HoS safe. It is currently bugged and not in presentable condition, however, someone is working on it. - Added a machine check to shift+click. Partial fixes issue 534 (see Zek's stuff for more.) I'm not really sure of a better way to fix this that wouldn't involve a whole pile of coding... - Cigarettes now evenly distribute chemicals injected into a pack of cigarettes. Partial fix for issue 548 (see Zek's stuff for more.) Commit for Zekkeit/39kk9t - The gibber now provides attack logs of who the mob gibbed, or who the mob was gibbed by. How can you tell who a mob was gibbed by when the mob gets destroyed? Well read the next enhancement! - Attack logs now transfer to the ghost of the mob who dies - You can no longer survive cold by cooling yourself down before jumping into space. Fixes issue 206. - Ghost() is now a client proc, not a mob proc. Fixes issue 442 - Fix for issue 493. - Added a range check to shift+click. Fixes issue 534. - Cigarette packs are now limited to (15*number of cigarettes) units of reagents. Fixes Issue 548. - Added organ inaccuracy to guns. This means, for example, that you wont hit the mob's chest with 100% accuracy. You may end up hitting the mob's arm, or head instead. Accuracy is directly related to distance. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4022 316c924e-a436-60f5-8080-3fe189b3f50e
148 lines
4.2 KiB
Plaintext
148 lines
4.2 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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origin_tech = "materials=2;combat=1"
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var/banglet = 0
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prime()
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..()
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for(var/obj/structure/closet/L in view(get_turf(src), null))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in viewers(get_turf(src), null))
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bang(get_turf(src), M)
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for(var/obj/effect/blob/B in view(8,get_turf(src))) //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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del(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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S.icon_state = "shield0"
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M << "\red <B>BANG</B>"
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playsound(src.loc, '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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if(iscarbon(M))
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eye_safety = M.eyecheck()
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if(ishuman(M))
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if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
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ear_safety += 2
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if(HULK in M.mutations)
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ear_safety += 1
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if(istype(M:head, /obj/item/clothing/head/helmet))
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ear_safety += 1
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//Flashing everyone
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if(eye_safety < 1)
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flick("e_flash", M.flash)
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M.eye_stat += rand(1, 3)
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M.Stun(2)
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M.Weaken(10)
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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else
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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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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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Stun(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Stun(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if (M.eye_stat >= 20)
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M << "\red Your eyes start to burn badly!"
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M.disabilities |= NEARSIGHTED
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.eye_stat - 20 + 1))
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M << "\red You can't see anything!"
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M.sdisabilities |= BLIND
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if (M.ear_damage >= 15)
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M << "\red Your ears start to ring badly!"
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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 << "\red You can't hear anything!"
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M.sdisabilities |= DEAF
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else
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if (M.ear_damage >= 5)
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M << "\red Your ears start to ring!"
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M.update_icons()
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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 = 'grenade.dmi'
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icon_state = "clusterbang"
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var/child = 0
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prime()
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//world << "Armed!"
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var/numspawned = rand(4,8)
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//world << numspawned
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var/again = 0
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if(!child)
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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(,numspawned > 0, numspawned--)
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//world << "Spawned Flashbang!"
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spawn(0)
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var/obj/item/weapon/grenade/flashbang/F = new /obj/item/weapon/grenade/flashbang(src)
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F.loc = src.loc
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F.icon_state = "flashbang_active"
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playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
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F.active = 1
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F.banglet = 1
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var/stepdist = rand(1,3)
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walk_away(F,src,stepdist)
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var/dettime = rand(15,60)
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spawn(dettime)
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F.prime()
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for(,again > 0, again--)
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//world << "Spawned CFlashbang!"
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spawn(0)
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var/obj/item/weapon/grenade/flashbang/clusterbang/F = new /obj/item/weapon/grenade/flashbang/clusterbang(src)
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F.loc = src.loc
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F.active = 1
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F.child = 1
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F.icon_state = "clusterbang_active"
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var/stepdist = rand(1,4)
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walk_away(F,src,stepdist)
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spawn(det_time)
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F.prime()
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return
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