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Adds inhand sprites for generic grenades, flashbang, and emp grenade. Conflicts: code/game/objects/items/weapons/grenades/emgrenade.dm
114 lines
3.2 KiB
Plaintext
114 lines
3.2 KiB
Plaintext
/obj/item/weapon/grenade
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name = "grenade"
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desc = "A hand held grenade, with an adjustable timer."
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w_class = 2.0
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icon = 'icons/obj/grenade.dmi'
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icon_state = "grenade"
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item_state = "grenade"
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throw_speed = 4
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throw_range = 20
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/active = 0
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var/det_time = 50
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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if((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>Huh? How does this thing work?</span>"
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activate(user)
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add_fingerprint(user)
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spawn(5)
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prime()
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return 0
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return 1
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/*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
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if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
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if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
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user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
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active = 1
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icon_state = initial(icon_state) + "_active"
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playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(det_time)
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prime()
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return
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user.set_dir(get_dir(user, target))
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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return*/
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/obj/item/weapon/grenade/examine(mob/user)
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if(..(user, 0))
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if(det_time > 1)
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user << "The timer is set to [det_time/10] seconds."
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return
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if(det_time == null)
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return
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user << "\The [src] is set for instant detonation."
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/obj/item/weapon/grenade/attack_self(mob/user as mob)
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if(!active)
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if(clown_check(user))
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user << "<span class='warning'>You prime \the [name]! [det_time/10] seconds!</span>"
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activate(user)
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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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return
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/obj/item/weapon/grenade/proc/activate(mob/user as mob)
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if(active)
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return
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if(user)
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msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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icon_state = initial(icon_state) + "_active"
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active = 1
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playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn(det_time)
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prime()
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return
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/obj/item/weapon/grenade/proc/prime()
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// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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T.hotspot_expose(700,125)
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/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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switch(det_time)
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if (1)
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det_time = 10
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user << "<span class='notice'>You set the [name] for 1 second detonation time.</span>"
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if (10)
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det_time = 30
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user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
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if (30)
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det_time = 50
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user << "<span class='notice'>You set the [name] for 5 second detonation time.</span>"
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if (50)
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det_time = 1
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user << "<span class='notice'>You set the [name] for instant detonation.</span>"
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add_fingerprint(user)
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..()
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return
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/obj/item/weapon/grenade/attack_hand()
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walk(src, null, null)
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..()
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return
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