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https://github.com/VOREStation/VOREStation.git
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46bea7cfa2
* Initialoize fixing * diff fix * add init grep test * fixed missed ones * . * some more * ,
317 lines
9.9 KiB
Plaintext
317 lines
9.9 KiB
Plaintext
/obj/item/grenade/chem_grenade
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name = "grenade casing"
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icon_state = "chemg"
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item_state = "grenade"
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desc = "A hand made chemical grenade."
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w_class = ITEMSIZE_SMALL
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force = 2.0
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det_time = null
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unacidable = TRUE
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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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/// If TRUE, grenade is permanently sealed when fully assembled, useful for things like off-the-shelf grenades.
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var/sealed = FALSE
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var/obj/item/assembly_holder/detonator = null
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var/list/beakers = new/list()
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var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
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var/affected_area = 3
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/obj/item/grenade/chem_grenade/Initialize(mapload)
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. = ..()
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create_reagents(1000)
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/obj/item/grenade/chem_grenade/Destroy()
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QDEL_NULL(detonator)
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QDEL_LIST_NULL(beakers)
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return ..()
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/obj/item/grenade/chem_grenade/attack_self(mob/user as mob)
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if(!stage || stage==1)
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if(detonator)
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// detonator.loc=src.loc
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detonator.detached()
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user.put_in_hands(detonator)
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detonator=null
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det_time = null
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stage=0
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icon_state = initial(icon_state)
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else if(beakers.len)
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for(var/obj/B in beakers)
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if(istype(B))
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beakers -= B
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user.put_in_hands(B)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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if(stage > 1 && !active && clown_check(user))
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to_chat(user, span_warning("You prime \the [name]!"))
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msg_admin_attack("[key_name_admin(user)] primed \a [src]")
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activate()
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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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/obj/item/grenade/chem_grenade/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/assembly_holder) && (!stage || stage==1) && !detonator && path != 2)
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var/obj/item/assembly_holder/det = W
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if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
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to_chat(user, span_warning("Assembly must contain one igniter."))
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return
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if(!det.secured)
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to_chat(user, span_warning("Assembly must be secured with screwdriver."))
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return
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path = 1
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to_chat(user, span_notice("You add [W] to the metal casing."))
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playsound(src, 'sound/items/Screwdriver2.ogg', 25, -3)
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user.remove_from_mob(det)
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det.loc = src
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detonator = det
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if(istimer(detonator.a_left))
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var/obj/item/assembly/timer/T = detonator.a_left
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det_time = 10*T.time
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if(istimer(detonator.a_right))
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var/obj/item/assembly/timer/T = detonator.a_right
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det_time = 10*T.time
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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stage = 1
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else if(W.has_tool_quality(TOOL_SCREWDRIVER) && path != 2)
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if(stage == 1)
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path = 1
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if(beakers.len)
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to_chat(user, span_notice("You lock the assembly."))
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name = "grenade"
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else
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// to_chat(user, span_warning("You need to add at least one beaker before locking the assembly."))
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to_chat(user, span_notice("You lock the empty assembly."))
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name = "fake grenade"
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playsound(src, W.usesound, 50, 1)
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icon_state = initial(icon_state) +"_locked"
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stage = 2
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else if(stage == 2)
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if(active && prob(95))
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to_chat(user, span_warning("You trigger the assembly!"))
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detonate()
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else if(sealed)
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to_chat(user, span_warning("This grenade lacks a way to disassemble it."))
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else
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to_chat(user, span_notice("You unlock the assembly."))
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playsound(src, W.usesound, 50, -3)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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icon_state = initial(icon_state) + (detonator?"_ass":"")
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stage = 1
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active = 0
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else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
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path = 1
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if(beakers.len == 2)
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to_chat(user, span_warning("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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to_chat(user, span_notice("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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stage = 1
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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else
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to_chat(user, span_warning("\The [W] is empty."))
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/obj/item/grenade/chem_grenade/examine(mob/user)
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. = ..()
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if(detonator)
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. += "It has [detonator.name] attached to it."
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/obj/item/grenade/chem_grenade/activate(mob/user as mob)
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if(active) return
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if(detonator)
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if(!isigniter(detonator.a_left))
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detonator.a_left.activate()
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active = 1
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if(!isigniter(detonator.a_right))
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detonator.a_right.activate()
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active = 1
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if(active)
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icon_state = initial(icon_state) + "_active"
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if(user)
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msg_admin_attack("[key_name_admin(user)] primed \a [src.name]")
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return
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/obj/item/grenade/chem_grenade/proc/primed(var/primed = 1)
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if(active)
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icon_state = initial(icon_state) + (primed?"_primed":"_active")
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/obj/item/grenade/chem_grenade/detonate()
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if(!stage || stage<2) return
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var/has_reagents = 0
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for(var/obj/item/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume) has_reagents = 1
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active = 0
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if(!has_reagents)
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icon_state = initial(icon_state) +"_locked"
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playsound(src, 'sound/items/Screwdriver2.ogg', 50, 1)
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spawn(0) //Otherwise det_time is erroneously set to 0 after this
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if(istimer(detonator.a_left)) //Make sure description reflects that the timer has been reset
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var/obj/item/assembly/timer/T = detonator.a_left
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det_time = 10*T.time
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if(istimer(detonator.a_right))
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var/obj/item/assembly/timer/T = detonator.a_right
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det_time = 10*T.time
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return
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playsound(src, 'sound/effects/bamf.ogg', 50, 1)
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for(var/obj/item/reagent_containers/glass/G in beakers)
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G.reagents.trans_to_obj(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.touch(A)
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if(istype(loc, /mob/living/carbon)) //drop dat grenade if it goes off in your hand
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var/mob/living/carbon/C = loc
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C.drop_from_inventory(src)
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C.throw_mode_off()
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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qdel(src) //correctly before deleting the grenade.
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/obj/item/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/reagent_containers/glass)
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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affected_area = 4
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/obj/item/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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icon_state = "foam"
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path = 1
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stage = 2
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sealed = TRUE
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/obj/item/grenade/chem_grenade/metalfoam/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent(REAGENT_ID_ALUMINIUM, 30)
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B2.reagents.add_reagent(REAGENT_ID_FOAMINGAGENT, 10)
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B2.reagents.add_reagent(REAGENT_ID_PACID, 10)
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detonator = new/obj/item/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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/obj/item/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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icon_state = "incendiary"
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path = 1
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stage = 2
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sealed = TRUE
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/obj/item/grenade/chem_grenade/incendiary/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent(REAGENT_ID_ALUMINIUM, 15)
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B1.reagents.add_reagent(REAGENT_ID_FUEL,20)
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B2.reagents.add_reagent(REAGENT_ID_PHORON, 15)
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B2.reagents.add_reagent(REAGENT_ID_SACID, 15)
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B1.reagents.add_reagent(REAGENT_ID_FUEL,20)
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detonator = new/obj/item/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/antiweed
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name = "weedkiller grenade"
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desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
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path = 1
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stage = 2
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sealed = TRUE
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/obj/item/grenade/chem_grenade/antiweed/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent(REAGENT_ID_PLANTBGONE, 25)
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B1.reagents.add_reagent(REAGENT_ID_POTASSIUM, 25)
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B2.reagents.add_reagent(REAGENT_ID_PHOSPHORUS, 25)
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B2.reagents.add_reagent(REAGENT_ID_SUGAR, 25)
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detonator = new/obj/item/assembly_holder/timer_igniter(src)
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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/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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icon_state = "cleaner"
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stage = 2
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path = 1
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sealed = TRUE
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/obj/item/grenade/chem_grenade/cleaner/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent(REAGENT_ID_FLUOROSURFACTANT, 40)
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B2.reagents.add_reagent(REAGENT_ID_WATER, 40)
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B2.reagents.add_reagent(REAGENT_ID_CLEANER, 10)
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detonator = new/obj/item/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/teargas
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name = "tear gas grenade"
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desc = "Concentrated Capsaicin. Contents under pressure. Use with caution."
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icon_state = "teargas"
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stage = 2
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path = 1
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sealed = TRUE
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/obj/item/grenade/chem_grenade/teargas/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent(REAGENT_ID_PHOSPHORUS, 40)
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B1.reagents.add_reagent(REAGENT_ID_POTASSIUM, 40)
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B1.reagents.add_reagent(REAGENT_ID_CONDENSEDCAPSAICIN, 40)
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B2.reagents.add_reagent(REAGENT_ID_SUGAR, 40)
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B2.reagents.add_reagent(REAGENT_ID_CONDENSEDCAPSAICIN, 80)
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detonator = new/obj/item/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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