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VOREStation/code/game/objects/items/weapons/grenades/projectile.dm

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/obj/item/weapon/grenade/shooter
name = "projectile grenade" // I have no idea what else to call this, but the base type should never be used
icon_state = "frggrenade"
item_state = "grenade"
var/list/projectile_types = list(/obj/item/projectile/bullet/pistol/rubber) // What sorts of projectiles might we make?
//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
var/spread_range = 7
loadable = FALSE
/obj/item/weapon/grenade/shooter/detonate()
..()
var/turf/O = get_turf(src)
if(!O)
return
src.launch_many_projectiles(O, spread_range, projectile_types)
qdel(src)
/obj/item/weapon/grenade/shooter/rubber
name = "rubber pellet grenade"
desc = "An anti-riot grenade that fires a cloud of rubber projectiles upon detonation."
projectile_types = list(/obj/item/projectile/bullet/pistol/rubber)
// Exists mostly so I don't have to copy+paste the sprite vars to a billion things
/obj/item/weapon/grenade/shooter/energy
icon_state = "flashbang"
item_state = "flashbang"
spread_range = 3 // Because dear god
/obj/item/weapon/grenade/shooter/energy/laser
name = "laser grenade"
desc = "A horrifically dangerous rave in a can."
projectile_types = list(/obj/item/projectile/beam/midlaser)
/obj/item/weapon/grenade/shooter/energy/flash
name = "flash grenade"
desc = "A grenade that creates a large number of flashes upon detonation."
projectile_types = list(/obj/item/projectile/energy/flash)
/obj/item/weapon/grenade/shooter/energy/tesla
name = "tesla grenade"
projectile_types = list(/obj/item/projectile/beam/chain_lightning/lesser)
// This is just fragmentate, but less specific. Don't know how to make either of them less awful, at the moment
/obj/proc/launch_many_projectiles(var/turf/T=get_turf(src), var/spreading_range = 5, var/list/projectiletypes=list(/obj/item/projectile/bullet/pistol/rubber))
set waitfor = 0
var/list/target_turfs = getcircle(T, spreading_range)
for(var/turf/O in target_turfs)
sleep(0)
var/shot_type = pick(projectiletypes)
var/obj/item/projectile/P = new shot_type(T)
P.shot_from = src.name
P.old_style_target(O)
P.fire()
//Make sure to hit any mobs in the source turf
for(var/mob/living/M in T)
//lying on a frag grenade while the grenade is on the ground causes you to absorb most of the shrapnel.
//you will most likely be dead, but others nearby will be spared the fragments that hit you instead.
if(M.lying && isturf(src.loc))
P.attack_mob(M, 0, 5)
else if(!M.lying && src.loc != get_turf(src)) //if it's not on the turf, it must be in the mob!
P.attack_mob(M, 0, 25) //you're holding a grenade, dude!
else
P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass