Files
Polaris/code/game/objects/items/weapons/syndie.dm
SkyMarshal 5dba3ccf88 WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
2012-01-31 02:01:37 -07:00

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/obj/item/weapon/syndie
icon = 'syndieweapons.dmi'
/*C-4 explosive charge and etc, replaces the old syndie transfer valve bomb.*/
/*The explosive charge itself. Flashes for five seconds before exploding.*/
/obj/item/weapon/syndie/c4explosive
icon_state = "c-4small_0"
item_state = "c-4small"
name = "mysterious package"
desc = "A mysterious package."
w_class = 3
var/power = 1 /*Size of the explosion.*/
var/size = "small" /*Used for the icon, this one will make c-4small_0 for the off state.*/
/obj/item/weapon/syndie/c4explosive/heavy
icon_state = "c-4large_0"
item_state = "c-4large"
desc = "A mysterious package, it's quite heavy."
power = 2
size = "large"
/obj/item/weapon/syndie/c4explosive/New()
var/K = rand(1,2000)
K = md5(num2text(K)+name)
K = copytext(K,1,7)
src.desc += "\n You see [K] engraved on \the [src]"
var/obj/item/weapon/syndie/c4detonator/detonator = new(src.loc)
detonator.desc += "\n You see [K] engraved on \the [src]"
detonator.bomb = src
/obj/item/weapon/syndie/c4explosive/proc/detonate()
icon_state = "c-4[size]_1"
spawn(50)
explosion(get_turf(src), power, power*2, power*3, power*4, power*4)
for(var/dirn in cardinal) //This is to guarantee that C4 at least breaks down all immediately adjacent walls and doors.
var/turf/simulated/wall/T = get_step(src,dirn)
if(locate(/obj/machinery/door/airlock) in T)
var/obj/machinery/door/airlock/D = locate() in T
if(D.density)
D.open()
if(istype(T,/turf/simulated/wall))
T.dismantle_wall(1)
del(src)
/*Detonator, disguised as a lighter*/
/*Click it when closed to open, when open to bring up a prompt asking you if you want to close it or press the button.*/
/obj/item/weapon/syndie/c4detonator
icon_state = "c-4detonator_0"
item_state = "c-4detonator"
name = "lighter" /*Sneaky, thanks Dreyfus.*/
desc = "A disposable lighter, it's quite heavy."
w_class = 1
var/obj/item/weapon/syndie/c4explosive/bomb
var/pr_open = 0 /*Is the "What do you want to do?" prompt open?*/
/obj/item/weapon/syndie/c4detonator/attack_self(mob/user as mob)
switch(src.icon_state)
if("c-4detonator_0")
src.icon_state = "c-4detonator_1"
user << "You flick open the lighter."
if("c-4detonator_1")
if(!pr_open)
pr_open = 1
switch(alert(user, "What would you like to do?", "Lighter", "Press the button.", "Close the lighter."))
if("Press the button.")
user << "\red You press the button."
flick("c-4detonator_click", src)
if(src.bomb)
src.bomb.detonate()
log_admin("[user.real_name]([user.ckey]) has triggered [src.bomb] with [src].")
message_admins("\red [user.real_name]([user.ckey]) has triggered [src.bomb] with [src].")
if("Close the lighter.")
src.icon_state = "c-4detonator_0"
user << "You close the lighter."
pr_open = 0