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VOREStation/code/game/objects/items/weapons/grenades.dm
petethegoat@gmail.com f295c3ab33 Updated space carp, walking mushrooms and killer tomatos to use simple_animal instead of critter code.
Notify me if any issues with them, or any simple_animal arise.

Fixed a few issues with space bears.

Slightly improved teleporter code, and did a few misc runtime fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 21:22:42 +00:00

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14 KiB
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/*
CONTAINS:
EMP GRENADE
FLASHBANG
CRITTER GRENADE
*/
/obj/item/weapon/empgrenade
desc = "It is set to detonate in 5 seconds."
name = "emp grenade"
w_class = 2.0
icon = 'icons/obj/device.dmi'
icon_state = "emp"
item_state = "emp"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
origin_tech = "materials=2;magnets=3"
var/active = 0
var/det_time = 50
proc/prime()
return
proc/clown_check(var/mob/living/user)
return
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)))
user << "\red You prime the emp grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "empar"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( src.det_time )
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 EMP grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "empar"
add_fingerprint(user)
spawn(src.det_time)
prime()
return
return
prime()
playsound(src.loc, 'Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
if(empulse(src, 5, 7))
del(src)
return
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 = "empar"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return 0
return 1
/****************************Flashbang***********************************************/
/obj/item/weapon/flashbang
desc = "It is set to detonate in 3 seconds."
name = "flashbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "flashbang"
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
origin_tech = "materials=2;combat=1"
var/active = 0
var/det_time = 30
var/banglet = 0
proc/bang(var/turf/T , var/mob/living/carbon/M)
return
proc/prime()
return
proc/clown_check(var/mob/living/user)
return
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 flashbang for 3 second detonation time.")
src.desc = "It is set to detonate in 3 seconds."
if ("30")
src.det_time = 100
user.show_message("\blue You set the flashbang for 10 second detonation time.")
src.desc = "It is set to detonate in 10 seconds."
if ("100")
src.det_time = 1
user.show_message("\blue You set the flashbang for instant detonation.")
src.desc = "It is set to detonate instantly."
src.add_fingerprint(user)
..()
return
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)))
user << "\red You prime the flashbang! [det_time/10] seconds!"
src.active = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(src.det_time)
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_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand()
walk(src, null, null)
..()
return
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.
if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
S.active = 0 // -- Polymorph
S.icon_state = "shield0"
M << "\red <B>BANG</B>"
playsound(src.loc, 'bang.ogg', 25, 1)
//Checking for protections
var/eye_safety = 0
var/ear_safety = 0
if(iscarbon(M))
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
ear_safety += 2
if(HULK in M.mutations)
ear_safety += 1
if(istype(M:head, /obj/item/clothing/head/helmet))
ear_safety += 1
//Flashing everyone
if(eye_safety < 1)
flick("e_flash", M.flash)
M.eye_stat += rand(1, 3)
M.Stun(2)
M.Weaken(10)
//Now applying sound
if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
if(ear_safety > 0)
M.Stun(2)
M.Weaken(1)
else
M.Stun(10)
M.Weaken(3)
if ((prob(14) || (M == src.loc && prob(70))))
M.ear_damage += rand(1, 10)
else
M.ear_damage += rand(0, 5)
M.ear_deaf = max(M.ear_deaf,15)
else if(get_dist(M, T) <= 5)
if(!ear_safety)
M.Stun(8)
M.ear_damage += rand(0, 3)
M.ear_deaf = max(M.ear_deaf,10)
else if(!ear_safety)
M.Stun(4)
M.ear_damage += rand(0, 1)
M.ear_deaf = max(M.ear_deaf,5)
//This really should be in mob not every check
if (M.eye_stat >= 20)
M << "\red Your eyes start to burn badly!"
M.disabilities |= NEARSIGHTED
if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
if (prob(M.eye_stat - 20 + 1))
M << "\red You can't see anything!"
M.sdisabilities |= BLIND
if (M.ear_damage >= 15)
M << "\red Your ears start to ring badly!"
if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
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()
prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
for(var/obj/structure/closet/L in view(T, null))
if(locate(/mob/living/carbon/, L))
for(var/mob/living/carbon/M in L)
bang(T, M)
for(var/mob/living/carbon/M in viewers(T, null))
bang(T, M)
for(var/obj/effect/blob/B in view(8,T)) //Blob damage here
var/damage = round(30/(get_dist(B,T)+1))
B.health -= damage
B.update_icon()
del(src)
return
attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "\red You prime the flashbang! [det_time/10] seconds!"
src.active = 1
src.icon_state = "flashbang1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
attack_hand()
walk(src, null, null)
..()
return
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 = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return 0
return 1
/obj/item/weapon/flashbang/clusterbang
desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/child = 0
attack_self(mob/user as mob)
if(!active)
//world << "cluster attack self"
user << "\red You prime the clusterbang! [det_time/10] seconds!"
src.active = 1
src.icon_state = "clusterbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(src.det_time)
arm(user)
return
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))
//world << "cluster after attack"
arm(user)
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
return
/obj/item/weapon/flashbang/clusterbang/proc/arm(mob/user as mob)
//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/flashbang/F = new /obj/item/weapon/flashbang(src)
F.loc = src.loc
F.icon_state = "flashbang1"
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/flashbang/clusterbang/F = new /obj/item/weapon/flashbang/clusterbang(src)
F.loc = src.loc
F.active = 1
F.child = 1
F.icon_state = "clusterbang1"
var/stepdist = rand(1,4)
walk_away(F,src,stepdist)
spawn(30)
F.arm()
spawn(70)
prime()
return
/****************************Critter Grenades***********************************************/
/obj/item/weapon/spawnergrenade
desc = "It is set to detonate in 3 seconds. It will unleash unleash an unspecified anomaly into the vicinity."
name = "delivery grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "delivery"
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
origin_tech = "materials=3;magnets=4"
var/active = 0
var/det_time = 30
var/banglet = 0
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
proc/prime()
return
proc/clown_check(var/mob/living/user)
return
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 delivery grenade for 3 second detonation time.")
src.desc = "It is set to detonate in 3 seconds."
if ("30")
src.det_time = 100
user.show_message("\blue You set the delivery grenade for 10 second detonation time.")
src.desc = "It is set to detonate in 10 seconds."
if ("100")
src.det_time = 1
user.show_message("\blue You set the delivery grenade for instant detonation.")
src.desc = "It is set to detonate instantly."
src.add_fingerprint(user)
..()
return
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)))
user << "\red You prime the delivery grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "delivery1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(src.det_time)
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_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand()
walk(src, null, null)
..()
return
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
attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "\red You prime the delivery grenade! [det_time/10] seconds!"
src.active = 1
src.icon_state = "delivery1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
attack_hand()
walk(src, null, null)
..()
return
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 = "delivery1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return 0
return 1
/obj/item/weapon/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/spawnergrenade/spesscarp
name = "carp delivery grenade"
spawner_type = /mob/living/simple_animal/carp
deliveryamt = 5
origin_tech = "materials=3;magnets=4;syndicate=4"