/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"