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80 lines
2.8 KiB
Plaintext
80 lines
2.8 KiB
Plaintext
//obj/item/weapon/grenade/explosive
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//desc = "A fragmentation grenade, optimized for harming personnel without causing massive structural damage."
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//name = "frag grenade"
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//icon = 'icons/obj/grenade.dmi'
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//det_time = 50
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//icon_state = "frggrenade"
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//item_state = "frggrenade"
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//origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 3)
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//obj/item/weapon/grenade/explosive/prime()
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// ..()
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//spawn(0)
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//explosion(src.loc,-1,-1,2) //If you're within two tiles of the grenade, you get hit twice, which tends to do 50+ brute and cause fractures.
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//explosion(src.loc,-1,-1,3) //This is preferable to increasing the severity, so we don't decap with frags.
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//qdel(src)
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//return
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//Explosive grenade projectile, borrowed from fragmentation grenade code.
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/obj/item/projectile/bullet/pellet/fragment
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damage = 10
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range_step = 2
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base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
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spread_step = 20
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silenced = 1 //embedding messages are still produced so it's kind of weird when enabled.
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no_attack_log = 1
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muzzle_type = null
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/obj/item/weapon/grenade/explosive
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name = "fragmentation grenade"
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desc = "A fragmentation grenade, optimized for harming personnel without causing massive structural damage."
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icon_state = "frggrenade"
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item_state = "frggrenade"
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var/num_fragments = 50 //total number of fragments produced by the grenade
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var/fragment_damage = 10
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var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
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var/explosion_size = 2 //size of the center explosion
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//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
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var/spread_range = 7
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loadable = null
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/obj/item/weapon/grenade/explosive/prime()
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..()
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var/turf/O = get_turf(src)
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if(!O) return
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if(explosion_size)
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explosion(O, -1, -1, 2, round(explosion_size/2), 0)
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var/list/target_turfs = getcircle(O, spread_range)
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var/fragments_per_projectile = round(num_fragments/target_turfs.len)
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for(var/turf/T in target_turfs)
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var/obj/item/projectile/bullet/pellet/fragment/P = new (O)
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P.damage = fragment_damage
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P.pellets = fragments_per_projectile
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P.range_step = damage_step
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P.shot_from = src.name
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P.launch(T)
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//var/cone = new /obj/item/weapon/caution/cone (T)
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//spawn(100) qdel(cone)
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//Make sure to hit any mobs in the source turf
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for(var/mob/living/M in O)
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//lying on a frag grenade while the grenade is on the ground causes you to absorb most of the shrapnel.
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//you will most likely be dead, but others nearby will be spared the fragments that hit you instead.
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if(M.lying && isturf(src.loc))
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P.attack_mob(M, 0, 0)
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else
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P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
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qdel(src)
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