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#2632 Fire Issues (Fire doors work, Flamethrower reverted to making a flamethrower liquid fuel subtype, flame grenades now make a puddle of welder fuel that is lit aflame with napalm) #2630 (The code has been calling (turf).temperature_expose when it was supposed to be hotspot_expose), #1865 (aqain)(Added a check to remove trace gas fuel under a certain point). Also: added a flashpoint value for plasma, which is the temperature at which it self-ignites (Currently 246C or 519K which is equal to gasoline) Partial-tile firedoors now default to full-tile firedoors as the part-tile ones were breaking ZAS zones entirely. Possible cause of #2627 and maybe #2451, but those need tested and I did not have time.
271 lines
8.4 KiB
Plaintext
271 lines
8.4 KiB
Plaintext
/obj/item/weapon/grenade/chem_grenade
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name = "Grenade Casing"
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icon_state = "chemg"
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item_state = "flashbang"
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desc = "A hand made chemical grenade."
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w_class = 2.0
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force = 2.0
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var/stage = 0
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var/state = 0
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var/path = 0
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var/obj/item/device/assembly_holder/detonator = null
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var/list/beakers = new/list()
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var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
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var/affected_area = 3
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New()
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var/datum/reagents/R = new/datum/reagents(1000)
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reagents = R
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R.my_atom = src
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attack_self(mob/user as mob)
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if(!stage || stage==1)
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if(detonator)
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// detonator.loc=src.loc
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detonator.detached()
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usr.put_in_hands(detonator)
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detonator=null
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stage=0
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icon_state = initial(icon_state)
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else if(beakers.len)
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for(var/obj/B in beakers)
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if(istype(B))
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beakers -= B
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user.put_in_hands(B)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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if(stage > 1 && !active && clown_check(user))
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user << "<span class='warning'>You prime \the [name]!</span>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src].</font>")
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log_admin("ATTACK: [user] ([user.ckey]) primed \a [src].")
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message_admins("ATTACK: [user] ([user.ckey]) primed \a [src].")
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activate()
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add_fingerprint(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
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var/obj/item/device/assembly_holder/det = W
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if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
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user << "\red Assembly must contain one igniter."
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return
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if(!det.secured)
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user << "\red Assembly must be secured with screwdriver."
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return
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path = 1
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user << "\blue You add [W] to the metal casing."
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
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user.remove_from_mob(det)
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det.loc = src
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detonator = det
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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stage = 1
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else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
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if(stage == 1)
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path = 1
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if(beakers.len)
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user << "\blue You lock the assembly."
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name = "grenade"
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else
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// user << "\red You need to add at least one beaker before locking the assembly."
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user << "\blue You lock the empty assembly."
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name = "fake grenade"
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
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icon_state = initial(icon_state) +"_locked"
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stage = 2
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else if(stage == 2)
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if(active && prob(95))
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user << "\red You trigger the assembly!"
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prime()
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return
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else
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user << "\blue You unlock the assembly."
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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icon_state = initial(icon_state) + (detonator?"_ass":"")
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stage = 1
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active = 0
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else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
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path = 1
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if(beakers.len == 2)
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user << "\red The grenade can not hold more containers."
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return
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else
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if(W.reagents.total_volume)
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user << "\blue You add \the [W] to the assembly."
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user.drop_item()
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W.loc = src
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beakers += W
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stage = 1
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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else
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user << "\red \the [W] is empty."
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examine()
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set src in usr
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usr << desc
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if(detonator)
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usr << "With attached [detonator.name]"
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activate(mob/user as mob)
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if(active) return
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if(detonator)
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if(!isigniter(detonator.a_left))
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detonator.a_left.activate()
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active = 1
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if(!isigniter(detonator.a_right))
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detonator.a_right.activate()
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active = 1
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if(active)
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icon_state = initial(icon_state) + "_active"
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if(user)
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log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src]</font>")
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log_admin("ATTACK: [user] ([user.ckey]) primed \a [src]")
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message_admins("ATTACK: [user] ([user.ckey]) primed \a [src]")
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return
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proc/primed(var/primed = 1)
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if(active)
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icon_state = initial(icon_state) + (primed?"_primed":"_active")
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prime()
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if(!stage || stage<2) return
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//if(prob(reliability))
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var/has_reagents = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume) has_reagents = 1
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active = 0
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if(!has_reagents)
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icon_state = initial(icon_state) +"_locked"
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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return
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playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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for(var/atom/A in view(affected_area, src.loc))
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if( A == src ) continue
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src.reagents.reaction(A, 1, 10)
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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/*else
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icon_state = initial(icon_state) + "_locked"
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crit_fail = 1
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.loc = get_turf(src.loc)*/
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/obj/item/weapon/grenade/chem_grenade/large
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name = "Large Chem Grenade"
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desc = "An oversized grenade that affects a larger area."
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icon_state = "large_grenade"
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
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origin_tech = "combat=3;materials=3"
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affected_area = 4
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/obj/item/weapon/grenade/chem_grenade/metalfoam
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name = "Metal-Foam Grenade"
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desc = "Used for emergency sealing of air breaches."
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path = 1
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 30)
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B2.reagents.add_reagent("foaming_agent", 10)
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B2.reagents.add_reagent("pacid", 10)
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detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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icon_state = initial(icon_state) +"_locked"
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/obj/item/weapon/grenade/chem_grenade/incendiary
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name = "Incendiary Grenade"
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desc = "Used for clearing rooms of living things."
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path = 1
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 15)
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B1.reagents.add_reagent("fuel",20)
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B2.reagents.add_reagent("plasma", 15)
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B2.reagents.add_reagent("sacid", 15)
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B1.reagents.add_reagent("fuel",20)
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detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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icon_state = initial(icon_state) +"_locked"
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/obj/item/weapon/grenade/chem_grenade/antiweed
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name = "weedkiller grenade"
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desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
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path = 1
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("plantbgone", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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beakers += B1
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beakers += B2
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icon_state = "grenade"
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/obj/item/weapon/grenade/chem_grenade/cleaner
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name = "Cleaner Grenade"
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desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
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stage = 2
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path = 1
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
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B2.reagents.add_reagent("water", 40)
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B2.reagents.add_reagent("cleaner", 10)
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detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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icon_state = initial(icon_state) +"_locked"
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