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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
59 lines
1.9 KiB
Plaintext
59 lines
1.9 KiB
Plaintext
/obj/item/weapon/grenade/spawnergrenade
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desc = "It is set to detonate in 5 seconds. It will unleash unleash an unspecified anomaly into the vicinity."
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name = "delivery grenade"
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icon = 'grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = "materials=3;magnets=4"
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var/banglet = 0
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'phasein.ogg', 100, 1)
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for(var/mob/living/carbon/human/M in viewers(T, null))
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if(M:eyecheck() <= 0)
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flick("e_flash", M.flash) // flash dose faggots
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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// Spawn some hostile syndicate critters
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if(istype(x, /obj/effect/critter))
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var/obj/effect/critter/C = x
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C.atkcarbon = 1
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C.atksilicon = 1
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C.atkmech = 0
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C.atksynd = 0
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C.aggressive = 1
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del(src)
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return
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "manhack delivery grenade"
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spawner_type = /obj/effect/critter/manhack
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=4"
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/obj/item/weapon/grenade/spawnergrenade/spesscarp
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name = "carp delivery grenade"
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spawner_type = /obj/effect/critter/spesscarp
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=4"
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/obj/item/weapon/grenade/spawnergrenade/elitespesscarp
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name = "elite carp delivery grenade"
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spawner_type = /obj/effect/critter/spesscarp/elite
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deliveryamt = 2
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origin_tech = "materials=3;magnets=4;syndicate=4"
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