/obj/item/grenade/plastic name = "plastic explosive" desc = "Used to put holes in specific areas without too much extra hole." icon_state = "plastic-explosive0" item_state = "plastic-explosive" lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi' item_flags = NOBLUDGEON flags_1 = NONE det_time = 10 display_timer = 0 w_class = WEIGHT_CLASS_SMALL var/atom/target = null var/mutable_appearance/plastic_overlay var/obj/item/assembly_holder/nadeassembly = null var/assemblyattacher var/directional = FALSE var/aim_dir = NORTH var/boom_sizes = list(0, 0, 3) var/can_attach_mob = FALSE var/full_damage_on_mobs = FALSE /obj/item/grenade/plastic/Initialize() . = ..() plastic_overlay = mutable_appearance(icon, "[item_state]2", HIGH_OBJ_LAYER) /obj/item/grenade/plastic/ComponentInitialize() . = ..() AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES) /obj/item/grenade/plastic/Destroy() qdel(nadeassembly) nadeassembly = null target = null ..() /obj/item/grenade/plastic/attackby(obj/item/I, mob/user, params) if(!nadeassembly && istype(I, /obj/item/assembly_holder)) var/obj/item/assembly_holder/A = I if(!user.transferItemToLoc(I, src)) return ..() nadeassembly = A A.master = src assemblyattacher = user.ckey to_chat(user, "You add [A] to the [name].") playsound(src, 'sound/weapons/tap.ogg', 20, 1) update_icon() return if(nadeassembly && istype(I, /obj/item/wirecutters)) I.play_tool_sound(src, 20) nadeassembly.forceMove(get_turf(src)) nadeassembly.master = null nadeassembly = null update_icon() return ..() /obj/item/grenade/plastic/prime() var/turf/location if(target) if(!QDELETED(target)) location = get_turf(target) target.cut_overlay(plastic_overlay, TRUE) if(!ismob(target) || full_damage_on_mobs) target.ex_act(EXPLODE_HEAVY, target) else location = get_turf(src) if(location) if(directional && target && target.density) var/turf/T = get_step(location, aim_dir) explosion(get_step(T, aim_dir), boom_sizes[1], boom_sizes[2], boom_sizes[3]) else explosion(location, boom_sizes[1], boom_sizes[2], boom_sizes[3]) if(ismob(target)) var/mob/M = target M.gib() qdel(src) //assembly stuff /obj/item/grenade/plastic/receive_signal() prime() /obj/item/grenade/plastic/Crossed(atom/movable/AM) if(nadeassembly) nadeassembly.Crossed(AM) /obj/item/grenade/plastic/on_found(mob/finder) if(nadeassembly) nadeassembly.on_found(finder) /obj/item/grenade/plastic/attack_self(mob/user) if(nadeassembly) nadeassembly.attack_self(user) return var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num if(user.get_active_held_item() == src) newtime = clamp(newtime, 10, 60000) det_time = newtime to_chat(user, "Timer set for [det_time] seconds.") /obj/item/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag) . = ..() aim_dir = get_dir(user,AM) if(!flag) return if(ismob(AM) && !can_attach_mob) return to_chat(user, "You start planting [src]. The timer is set to [det_time]...") if(do_after(user, 30, target = AM)) if(!user.temporarilyRemoveItemFromInventory(src)) return target = AM message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_VERBOSEJMP(target)] with [det_time] second fuse") log_game("[key_name(user)] planted [name] on [target.name] at [AREACOORD(user)] with [det_time] second fuse") moveToNullspace() //Yep if(istype(AM, /obj/item)) //your crappy throwing star can't fly so good with a giant brick of c4 on it. var/obj/item/I = AM I.throw_speed = max(1, (I.throw_speed - 3)) I.throw_range = max(1, (I.throw_range - 3)) if(I.embedding) I.embedding["embed_chance"] = 0 I.AddElement(/datum/element/embed, I.embedding) target.add_overlay(plastic_overlay, TRUE) if(!nadeassembly) to_chat(user, "You plant the bomb. Timer counting down from [det_time].") addtimer(CALLBACK(src, .proc/prime), det_time*10) else qdel(src) //How? /obj/item/grenade/plastic/proc/shout_syndicate_crap(mob/M) if(!M) return var/message_say = "FOR NO RAISIN!" if(M.mind) var/datum/mind/UM = M if(UM.has_antag_datum(/datum/antagonist/nukeop) || UM.has_antag_datum(/datum/antagonist/traitor)) message_say = "FOR THE SYNDICATE!" else if(UM.has_antag_datum(/datum/antagonist/changeling)) message_say = "FOR THE HIVE!" else if(UM.has_antag_datum(/datum/antagonist/cult)) message_say = "FOR NAR'SIE!" else if(UM.has_antag_datum(/datum/antagonist/clockcult)) message_say = "FOR RATVAR!" else if(UM.has_antag_datum(/datum/antagonist/rev)) message_say = "VIVA LA REVOLUTION!" M.say(message_say, forced="C4 suicide") /obj/item/grenade/plastic/suicide_act(mob/user) message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [src] at [ADMIN_VERBOSEJMP(user)]") log_game("[key_name(user)] suicided with [src] at [AREACOORD(user)]") user.visible_message("[user] activates [src] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!") shout_syndicate_crap(user) explosion(user,0,2,0) //Cheap explosion imitation because putting prime() here causes runtimes user.gib(1, 1) qdel(src) /obj/item/grenade/plastic/update_icon_state() if(nadeassembly) icon_state = "[item_state]1" else icon_state = "[item_state]0" ////////////////////////// ///// The Explosives ///// ////////////////////////// /obj/item/grenade/plastic/c4 name = "C4" desc = "Used to put holes in specific areas without too much extra hole. A saboteur's favorite." gender = PLURAL var/open_panel = 0 can_attach_mob = TRUE full_damage_on_mobs = TRUE /obj/item/grenade/plastic/c4/New() wires = new /datum/wires/explosive/c4(src) ..() /obj/item/grenade/plastic/c4/Destroy() qdel(wires) wires = null target = null return ..() /obj/item/grenade/plastic/c4/suicide_act(mob/user) user.visible_message("[user] activates the [src.name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!") shout_syndicate_crap(user) target = user message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_VERBOSEJMP(src)]") log_game("[key_name(user)] suicided with [name] at [AREACOORD(user)]") sleep(10) prime() user.gib(1, 1) /obj/item/grenade/plastic/c4/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/screwdriver)) open_panel = !open_panel to_chat(user, "You [open_panel ? "open" : "close"] the wire panel.") else if(is_wire_tool(I)) wires.interact(user) else return ..() /obj/item/grenade/plastic/c4/prime() if(QDELETED(src)) return var/turf/location if(target) if(!QDELETED(target)) location = get_turf(target) target.cut_overlay(plastic_overlay, TRUE) if(!ismob(target) || full_damage_on_mobs) target.ex_act(2, target) else location = get_turf(src) if(location) explosion(location,0,0,3) qdel(src) /obj/item/grenade/plastic/c4/attack(mob/M, mob/user, def_zone) return // X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of. // C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces. // Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases. /obj/item/grenade/plastic/x4 name = "X4" desc = "A shaped high-explosive breaching charge. Designed to ensure user safety and wall nonsafety." icon_state = "plasticx40" item_state = "plasticx4" gender = PLURAL directional = TRUE boom_sizes = list(0, 2, 5)