mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-25 13:09:11 +01:00
Pile of bugfixes
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
This commit is contained in:
@@ -138,7 +138,7 @@
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/pepperspray(src)
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new /obj/item/weapon/flashbang(src)
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new /obj/item/weapon/grenade/flashbang(src)
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new /obj/item/weapon/melee/baton(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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@@ -0,0 +1,265 @@
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/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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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/motion = 0
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var/direct = "SOUTH"
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var/obj/item/weapon/circuitboard/circuit = 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/dispenser", "/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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attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
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if(istype(W,/obj/item/device/assembly_holder) && !stage && path != 2)
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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, 'Screwdriver2.ogg', 25, -3)
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del(W) //Okay so we're not really adding anything here. cheating.
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade"
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stage = 1
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else if(istype(W,/obj/item/weapon/screwdriver) && stage == 1 && path != 2)
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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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playsound(src.loc, 'Screwdriver.ogg', 25, -3)
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name = "grenade"
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icon_state = initial(icon_state) +"_locked"
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stage = 2
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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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else if ((istype(W,/obj/item/weapon/reagent_containers/glass/beaker)||istype(W,/obj/item/weapon/reagent_containers/glass/dispenser)||istype(W,/obj/item/weapon/reagent_containers/glass/bottle)) && 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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else
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user << "\red \the [W] is empty."
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else if(path != 1)
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if(!istype(src.loc,/turf))
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user << "\red You need to put the canister on the ground to do that!"
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else
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switch(state)
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if(0)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You wrench the canister in place."
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src.name = "Camera Assembly"
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src.anchored = 1
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src.state = 1
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path = 2
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if(1)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You unfasten the canister."
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src.name = "Grenade Casing"
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src.anchored = 0
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src.state = 0
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path = 0
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if(istype(W, /obj/item/device/multitool))
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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user << "\blue You place the electronics inside the canister."
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src.circuit = W
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user.drop_item()
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W.loc = src
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if(istype(W, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You screw the circuitry into place."
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src.state = 2
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if(istype(W, /obj/item/weapon/crowbar) && circuit)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the circuitry."
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src.state = 1
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circuit.loc = src.loc
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src.circuit = null
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if(2)
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if(istype(W, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You unfasten the circuitry."
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src.state = 1
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if(istype(W, /obj/item/weapon/cable_coil))
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if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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W:amount -= 1
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if(!W:amount) del(W)
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user << "\blue You add cabling to the canister."
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src.state = 3
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if(3)
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'wirecutter.ogg', 50, 1)
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user << "\blue You remove the cabling."
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src.state = 2
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var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
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A.amount = 1
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if(issignaler(W))
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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user << "\blue You attach the wireless signaller unit to the circutry."
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user.drop_item()
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W.loc = src
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src.state = 4
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if(4)
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if(istype(W, /obj/item/weapon/crowbar) && !motion)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the remote signalling device."
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src.state = 3
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new /obj/item/device/assembly/signaler( src.loc, 1 )
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if(isprox(W) && motion == 0)
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// if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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// W:use(1)
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user << "\blue You attach the proximity sensor."
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user.drop_item()
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W.loc = src
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motion = 1
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if(istype(W, /obj/item/weapon/crowbar) && motion)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the proximity sensor."
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new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
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motion = 0
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if(istype(W, /obj/item/stack/sheet/glass))
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if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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W:use(1)
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user << "\blue You put in the glass lens."
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src.state = 5
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if(5)
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if(istype(W, /obj/item/weapon/crowbar))
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the glass lens."
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src.state = 4
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new /obj/item/stack/sheet/glass( src.loc, 2 )
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You connect the lense."
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var/B
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if(motion == 1)
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B = new /obj/machinery/camera/motion( src.loc )
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else
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B = new /obj/machinery/camera( src.loc )
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B:network = "SS13"
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B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
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direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
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B:dir = text2dir(direct)
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del(src)
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prime()
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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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if(!has_reagents)
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playsound(src.loc, 'Screwdriver2.ogg', 50, 1)
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state = 0
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return
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playsound(src.loc, '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 = 100 //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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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/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", 25)
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B2.reagents.add_reagent("plasma", 25)
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B2.reagents.add_reagent("acid", 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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beakers += B1
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beakers += B2
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icon_state = "grenade"
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@@ -0,0 +1,11 @@
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/obj/item/weapon/grenade/empgrenade
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name = "emp grenade"
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icon_state = "emp"
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item_state = "emp"
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origin_tech = "materials=2;magnets=3"
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prime()
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..()
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if(empulse(src, 5, 7))
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del(src)
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return
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@@ -0,0 +1,147 @@
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/obj/item/weapon/grenade/flashbang
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name = "flashbang"
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icon_state = "flashbang"
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item_state = "flashbang"
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origin_tech = "materials=2;combat=1"
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var/banglet = 0
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prime()
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..()
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for(var/obj/structure/closet/L in view(get_turf(src), null))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in viewers(get_turf(src), null))
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bang(get_turf(src), M)
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for(var/obj/effect/blob/B in view(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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B.health -= damage
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B.update_icon()
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del(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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S.icon_state = "shield0"
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M << "\red <B>BANG</B>"
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playsound(src.loc, 'bang.ogg', 25, 1)
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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if(ishuman(M))
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if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
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ear_safety += 2
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if(HULK in M.mutations)
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ear_safety += 1
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if(istype(M:head, /obj/item/clothing/head/helmet))
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ear_safety += 1
|
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//Flashing everyone
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if(eye_safety < 1)
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flick("e_flash", M.flash)
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M.eye_stat += rand(1, 3)
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M.Stun(2)
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M.Weaken(10)
|
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|
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|
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|
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
|
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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else
|
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
|
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else
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M.ear_damage += rand(0, 5)
|
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M.ear_deaf = max(M.ear_deaf,15)
|
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else if(get_dist(M, T) <= 5)
|
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if(!ear_safety)
|
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M.Stun(8)
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M.ear_damage += rand(0, 3)
|
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M.ear_deaf = max(M.ear_deaf,10)
|
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|
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else if(!ear_safety)
|
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M.Stun(4)
|
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M.ear_damage += rand(0, 1)
|
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M.ear_deaf = max(M.ear_deaf,5)
|
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|
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//This really should be in mob not every check
|
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if (M.eye_stat >= 20)
|
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M << "\red Your eyes start to burn badly!"
|
||||
M.disabilities |= NEARSIGHTED
|
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
|
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if (prob(M.eye_stat - 20 + 1))
|
||||
M << "\red You can't see anything!"
|
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M.sdisabilities |= BLIND
|
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if (M.ear_damage >= 15)
|
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M << "\red Your ears start to ring badly!"
|
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
|
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if (prob(M.ear_damage - 10 + 5))
|
||||
M << "\red You can't hear anything!"
|
||||
M.sdisabilities |= DEAF
|
||||
else
|
||||
if (M.ear_damage >= 5)
|
||||
M << "\red Your ears start to ring!"
|
||||
M.update_icons()
|
||||
|
||||
|
||||
/obj/item/weapon/grenade/flashbang/clusterbang
|
||||
desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
|
||||
name = "clusterbang"
|
||||
icon = 'grenade.dmi'
|
||||
icon_state = "clusterbang"
|
||||
var/child = 0
|
||||
|
||||
prime()
|
||||
//world << "Armed!"
|
||||
var/numspawned = rand(4,8)
|
||||
//world << numspawned
|
||||
var/again = 0
|
||||
if(!child)
|
||||
for(var/more = numspawned,more > 0,more--)
|
||||
if(prob(35))
|
||||
again++
|
||||
numspawned --
|
||||
|
||||
for(,numspawned > 0, numspawned--)
|
||||
//world << "Spawned Flashbang!"
|
||||
spawn(0)
|
||||
var/obj/item/weapon/grenade/flashbang/F = new /obj/item/weapon/grenade/flashbang(src)
|
||||
F.loc = src.loc
|
||||
F.icon_state = "flashbang_active"
|
||||
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
|
||||
F.active = 1
|
||||
F.banglet = 1
|
||||
var/stepdist = rand(1,3)
|
||||
walk_away(F,src,stepdist)
|
||||
var/dettime = rand(15,60)
|
||||
spawn(dettime)
|
||||
F.prime()
|
||||
|
||||
for(,again > 0, again--)
|
||||
//world << "Spawned CFlashbang!"
|
||||
spawn(0)
|
||||
var/obj/item/weapon/grenade/flashbang/clusterbang/F = new /obj/item/weapon/grenade/flashbang/clusterbang(src)
|
||||
F.loc = src.loc
|
||||
F.active = 1
|
||||
F.child = 1
|
||||
F.icon_state = "clusterbang_active"
|
||||
var/stepdist = rand(1,4)
|
||||
walk_away(F,src,stepdist)
|
||||
spawn(det_time)
|
||||
F.prime()
|
||||
return
|
||||
@@ -0,0 +1,87 @@
|
||||
/obj/item/weapon/grenade
|
||||
var/det_time = 50
|
||||
desc = "It is set to detonate in 5 seconds."
|
||||
name = "grenade"
|
||||
w_class = 2.0
|
||||
icon = 'grenade.dmi'
|
||||
icon_state = "grenade"
|
||||
item_state = "grenade"
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
var/active = 0
|
||||
|
||||
proc/clown_check(var/mob/living/user)
|
||||
if((CLUMSY in user.mutations) && prob(50))
|
||||
user << "\red Huh? How does this thing work?!"
|
||||
src.active = 1
|
||||
src.icon_state = initial(icon_state) + "_active"
|
||||
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
|
||||
spawn(5)
|
||||
src.prime()
|
||||
return 0
|
||||
return 1
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
||||
if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
|
||||
if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
|
||||
if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
|
||||
user << "\red You prime the [name]! [det_time/10] seconds!"
|
||||
src.active = 1
|
||||
src.icon_state = initial(icon_state) + "_active"
|
||||
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
|
||||
spawn(src.det_time)
|
||||
src.prime()
|
||||
return
|
||||
user.dir = get_dir(user, target)
|
||||
user.drop_item()
|
||||
var/t = (isturf(target) ? target : target.loc)
|
||||
walk_towards(src, t, 3)
|
||||
return
|
||||
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!active)
|
||||
if(clown_check(user))
|
||||
user << "\red You prime the [name]! [det_time/10] seconds!"
|
||||
src.active = 1
|
||||
src.icon_state = initial(icon_state) + "_active"
|
||||
add_fingerprint(user)
|
||||
spawn(src.det_time)
|
||||
src.prime()
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
proc/prime()
|
||||
playsound(src.loc, 'Welder2.ogg', 25, 1)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T)
|
||||
T.hotspot_expose(700,125)
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (isscrewdriver(W))
|
||||
switch(src.det_time)
|
||||
if ("1")
|
||||
src.det_time = 30
|
||||
user.show_message("\blue You set the [name] for 3 second detonation time.")
|
||||
if ("30")
|
||||
src.det_time = 100
|
||||
user.show_message("\blue You set the [name] for 10 second detonation time.")
|
||||
if ("100")
|
||||
src.det_time = 1
|
||||
user.show_message("\blue You set the [name] for instant detonation.")
|
||||
src.add_fingerprint(user)
|
||||
src.desc = "It is set to detonate [det_time-1 ? "in [det_time/10] seconds." : "instantly."]"
|
||||
..()
|
||||
return
|
||||
|
||||
attack_hand()
|
||||
walk(src, null, null)
|
||||
..()
|
||||
return
|
||||
|
||||
attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
@@ -0,0 +1,32 @@
|
||||
/obj/item/weapon/grenade/mustardbomb
|
||||
desc = "It is set to detonate in 4 seconds."
|
||||
name = "mustard gas bomb"
|
||||
icon = 'grenade.dmi'
|
||||
icon_state = "flashbang"
|
||||
det_time = 40.0
|
||||
item_state = "flashbang"
|
||||
var/datum/effect/effect/system/mustard_gas_spread/mustard_gas
|
||||
|
||||
New()
|
||||
..()
|
||||
src.mustard_gas = new /datum/effect/effect/system/mustard_gas_spread
|
||||
src.mustard_gas.attach(src)
|
||||
src.mustard_gas.set_up(5, 0, usr.loc)
|
||||
|
||||
prime()
|
||||
playsound(src.loc, 'smoke.ogg', 50, 1, -3)
|
||||
spawn(0)
|
||||
src.mustard_gas.start()
|
||||
sleep(10)
|
||||
src.mustard_gas.start()
|
||||
sleep(10)
|
||||
src.mustard_gas.start()
|
||||
sleep(10)
|
||||
src.mustard_gas.start()
|
||||
for(var/obj/effect/blob/B in view(8,src))
|
||||
var/damage = round(30/(get_dist(B,src)+1))
|
||||
B.health -= damage
|
||||
B.update_icon()
|
||||
sleep(100)
|
||||
del(src)
|
||||
return
|
||||
@@ -0,0 +1,35 @@
|
||||
/obj/item/weapon/grenade/smokebomb
|
||||
desc = "It is set to detonate in 2 seconds."
|
||||
name = "smoke bomb"
|
||||
icon = 'grenade.dmi'
|
||||
icon_state = "flashbang"
|
||||
det_time = 20
|
||||
item_state = "flashbang"
|
||||
flags = FPRINT | TABLEPASS | USEDELAY
|
||||
slot_flags = SLOT_BELT
|
||||
var/datum/effect/effect/system/bad_smoke_spread/smoke
|
||||
|
||||
New()
|
||||
..()
|
||||
src.smoke = new /datum/effect/effect/system/bad_smoke_spread
|
||||
src.smoke.attach(src)
|
||||
src.smoke.set_up(10, 0, usr.loc)
|
||||
|
||||
prime()
|
||||
playsound(src.loc, 'smoke.ogg', 50, 1, -3)
|
||||
spawn(0)
|
||||
src.smoke.start()
|
||||
sleep(10)
|
||||
src.smoke.start()
|
||||
sleep(10)
|
||||
src.smoke.start()
|
||||
sleep(10)
|
||||
src.smoke.start()
|
||||
|
||||
for(var/obj/effect/blob/B in view(8,src))
|
||||
var/damage = round(30/(get_dist(B,src)+1))
|
||||
B.health -= damage
|
||||
B.update_icon()
|
||||
sleep(80)
|
||||
del(src)
|
||||
return
|
||||
@@ -0,0 +1,58 @@
|
||||
/obj/item/weapon/grenade/spawnergrenade
|
||||
desc = "It is set to detonate in 5 seconds. It will unleash unleash an unspecified anomaly into the vicinity."
|
||||
name = "delivery grenade"
|
||||
icon = 'grenade.dmi'
|
||||
icon_state = "delivery"
|
||||
item_state = "flashbang"
|
||||
origin_tech = "materials=3;magnets=4"
|
||||
var/banglet = 0
|
||||
var/spawner_type = null // must be an object path
|
||||
var/deliveryamt = 1 // amount of type to deliver
|
||||
|
||||
prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
|
||||
|
||||
if(spawner_type && deliveryamt)
|
||||
// Make a quick flash
|
||||
var/turf/T = get_turf(src)
|
||||
playsound(T, 'phasein.ogg', 100, 1)
|
||||
for(var/mob/living/carbon/human/M in viewers(T, null))
|
||||
if(M:eyecheck() <= 0)
|
||||
flick("e_flash", M.flash) // flash dose faggots
|
||||
|
||||
for(var/i=1, i<=deliveryamt, i++)
|
||||
var/atom/movable/x = new spawner_type
|
||||
x.loc = T
|
||||
if(prob(50))
|
||||
for(var/j = 1, j <= rand(1, 3), j++)
|
||||
step(x, pick(NORTH,SOUTH,EAST,WEST))
|
||||
|
||||
// Spawn some hostile syndicate critters
|
||||
if(istype(x, /obj/effect/critter))
|
||||
var/obj/effect/critter/C = x
|
||||
|
||||
C.atkcarbon = 1
|
||||
C.atksilicon = 1
|
||||
C.atkmech = 0
|
||||
C.atksynd = 0
|
||||
C.aggressive = 1
|
||||
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks
|
||||
name = "manhack delivery grenade"
|
||||
spawner_type = /obj/effect/critter/manhack
|
||||
deliveryamt = 5
|
||||
origin_tech = "materials=3;magnets=4;syndicate=4"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/spesscarp
|
||||
name = "carp delivery grenade"
|
||||
spawner_type = /obj/effect/critter/spesscarp
|
||||
deliveryamt = 5
|
||||
origin_tech = "materials=3;magnets=4;syndicate=4"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/elitespesscarp
|
||||
name = "elite carp delivery grenade"
|
||||
spawner_type = /obj/effect/critter/spesscarp/elite
|
||||
deliveryamt = 2
|
||||
origin_tech = "materials=3;magnets=4;syndicate=4"
|
||||
@@ -12,8 +12,11 @@
|
||||
var/require_module = 0
|
||||
var/installed = 0
|
||||
|
||||
/obj/item/borg/upgrade/proc/action()
|
||||
return
|
||||
/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
|
||||
if(R.Stat() == 2)
|
||||
usr << "/red The [src] will not function on a deseased cyborg."
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/item/borg/upgrade/reset/
|
||||
@@ -23,6 +26,7 @@
|
||||
require_module = 1
|
||||
|
||||
/obj/item/borg/upgrade/reset/action(var/mob/living/silicon/robot/R)
|
||||
if(..()) return 0
|
||||
R.uneq_all()
|
||||
R.hands.icon_state = "nomod"
|
||||
R.icon_state = "robot"
|
||||
@@ -66,6 +70,8 @@
|
||||
require_module = 1
|
||||
|
||||
/obj/item/borg/upgrade/vtec/action(var/mob/living/silicon/robot/R)
|
||||
if(..()) return 0
|
||||
|
||||
if(R.speed == -1)
|
||||
return 0
|
||||
|
||||
@@ -82,6 +88,8 @@
|
||||
|
||||
|
||||
/obj/item/borg/upgrade/tasercooler/action(var/mob/living/silicon/robot/R)
|
||||
if(..()) return 0
|
||||
|
||||
if(!istype(R.module, /obj/item/weapon/robot_module/security))
|
||||
R << "Upgrade mounting error! No suitable hardpoint detected!"
|
||||
usr << "There's no mounting point for the module!"
|
||||
@@ -114,6 +122,8 @@
|
||||
require_module = 1
|
||||
|
||||
/obj/item/borg/upgrade/jetpack/action(var/mob/living/silicon/robot/R)
|
||||
if(..()) return 0
|
||||
|
||||
if(!istype(R.module, /obj/item/weapon/robot_module/miner))
|
||||
R << "Upgrade mounting error! No suitable hardpoint detected!"
|
||||
usr << "There's no mounting point for the module!"
|
||||
|
||||
@@ -402,7 +402,7 @@ ZIPPO
|
||||
New()
|
||||
..()
|
||||
flags |= NOREACT
|
||||
create_reagents(15)//so people can inject cigarettes without opening a packet
|
||||
create_reagents(15*cigcount)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
|
||||
|
||||
Del()
|
||||
..()
|
||||
@@ -420,10 +420,11 @@ ZIPPO
|
||||
user << "\red You're out of cigs, shit! How you gonna get through the rest of the day..."
|
||||
return
|
||||
else
|
||||
cigcount--
|
||||
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
|
||||
reagents.trans_to(W, reagents.total_volume)
|
||||
reagents.trans_to(W, (reagents.total_volume/cigcount))
|
||||
user.put_in_active_hand(W)
|
||||
src.reagents.maximum_volume = 15*cigcount
|
||||
cigcount--
|
||||
else
|
||||
return ..()
|
||||
update_icon()
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
|
||||
/obj/item/weapon/secstorage/ssafe/HoS/New()
|
||||
..()
|
||||
new /obj/item/weapon/storage/lockbox/clusterbang(src)
|
||||
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
|
||||
|
||||
/obj/item/weapon/secstorage/ssafe/attack_hand(mob/user as mob)
|
||||
return attack_self(user)
|
||||
@@ -87,7 +87,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
|
||||
new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, one_per_turf = 1, on_floor = 1), \
|
||||
null, \
|
||||
new/datum/stack_recipe("apc frame", /obj/item/apc_frame, 2), \
|
||||
new/datum/stack_recipe("grenade casing", /obj/item/weapon/chem_grenade), \
|
||||
new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \
|
||||
new/datum/stack_recipe("light fixture frame", /obj/item/light_fixture_frame, 2), \
|
||||
new/datum/stack_recipe("small light fixture frame", /obj/item/light_fixture_frame/small, 1), \
|
||||
null, \
|
||||
|
||||
@@ -24,23 +24,23 @@
|
||||
|
||||
/obj/item/weapon/storage/flashbang_kit/New()
|
||||
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/emp_kit/New()
|
||||
|
||||
new /obj/item/weapon/empgrenade(src)
|
||||
new /obj/item/weapon/empgrenade(src)
|
||||
new /obj/item/weapon/empgrenade(src)
|
||||
new /obj/item/weapon/empgrenade(src)
|
||||
new /obj/item/weapon/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
@@ -85,4 +85,4 @@
|
||||
|
||||
New()
|
||||
..()
|
||||
new /obj/item/weapon/flashbang/clusterbang(src)
|
||||
new /obj/item/weapon/grenade/flashbang/clusterbang(src)
|
||||
|
||||
Reference in New Issue
Block a user