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VOREStation/code/game/objects/items/weapons/syndie.dm
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Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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/obj/item/syndie
icon = 'icons/obj/syndieweapons.dmi'
/*C-4 explosive charge and etc, replaces the old syndie transfer valve bomb.*/
/*The explosive charge itself. Flashes for five seconds before exploding.*/
/obj/item/syndie/c4explosive
icon_state = "c-4small_0"
item_state = "radio"
name = "normal-sized package"
desc = "A small wrapped package."
w_class = ITEMSIZE_NORMAL
var/devastate = 1
var/heavy_impact = 2
var/light_impact = 4
var/flash_range = 5
var/size = "small" /*Used for the icon, this one will make c-4small_0 for the off state.*/
/obj/item/syndie/c4explosive/heavy
icon_state = "c-4large_0"
item_state = "radio"
desc = "A mysterious package, it's quite heavy."
devastate = 1
heavy_impact = 3
light_impact = 5
flash_range = 7
size = "large"
/obj/item/syndie/c4explosive/heavy/super_heavy
name = "large-sized package"
desc = "A mysterious package, it's quite exceptionally heavy."
devastate = 2
heavy_impact = 5
light_impact = 7
flash_range = 7
/obj/item/syndie/c4explosive/Initialize(mapload)
. = ..()
var/K = rand(1,2000)
K = md5(num2text(K)+name)
K = copytext(K,1,7)
desc += "\n You see [K] engraved on \the [src]."
var/obj/item/flame/lighter/zippo/c4detonator/detonator = new(src.loc)
detonator.desc += " You see [K] engraved on the lighter."
detonator.bomb = src
/obj/item/syndie/c4explosive/proc/detonate()
icon_state = "c-4[size]_1"
playsound(src, 'sound/weapons/armbomb.ogg', 75, 1)
for(var/mob/O in hearers(src, null))
O.show_message("[icon2html(src, O.client)] " + span_warning(" The [src.name] beeps!"))
addtimer(CALLBACK(src, PROC_REF(do_detonate)), 5 SECONDS, TIMER_DELETE_ME)
/obj/item/syndie/c4explosive/proc/do_detonate()
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
for(var/dirn in GLOB.cardinal) //This is to guarantee that C4 at least breaks down all immediately adjacent walls and doors.
var/turf/simulated/wall/T = get_step(src,dirn)
if(locate(/obj/machinery/door/airlock) in T)
var/obj/machinery/door/airlock/D = locate() in T
if(D.density)
D.open()
if(istype(T,/turf/simulated/wall))
T.dismantle_wall(1)
qdel(src)
/obj/item/syndie/c4explosive/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/flame/lighter/zippo/c4detonator))
var/obj/item/flame/lighter/zippo/c4detonator/D = W
D.bomb = src
return
..()
/*Detonator, disguised as a lighter*/
/*Click it when closed to open, when open to bring up a prompt asking you if you want to close it or press the button.*/
/obj/item/flame/lighter/zippo/c4detonator
var/obj/item/syndie/c4explosive/bomb
/obj/item/flame/lighter/zippo/c4detonator/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(!detonator_mode)
return FALSE
if(!lit)
base_state = icon_state
lit = TRUE
icon_state = "[base_state]1"
//item_state = "[base_state]on"
user.visible_message(span_rose("Without even breaking stride, \the [user] flips open \the [src] in one smooth movement."))
else if(lit && detonator_mode)
switch(tgui_alert(user, "What would you like to do?", "Lighter", list("Press the button.", "Close the lighter.")))
if("Press the button.")
to_chat(user, span_warning("You press the button."))
icon_state = "[base_state]click"
if(bomb)
var/obj/item/syndie/c4explosive/bomb_to_explode = bomb
bomb = null //clear up our ref
bomb_to_explode.detonate()
log_admin("[key_name(user)] has triggered [bomb_to_explode] with [src].")
message_admins(span_danger("[key_name_admin(user)] has triggered [bomb_to_explode] with [src]."))
if("Close the lighter.")
lit = FALSE
icon_state = "[base_state]"
//item_state = "[base_state]"
user.visible_message(span_rose("You hear a quiet click, as \the [user] shuts off \the [src] without even looking at what they're doing."))
/obj/item/flame/lighter/zippo/c4detonator/attackby(obj/item/W, mob/user as mob)
if(W.has_tool_quality(TOOL_SCREWDRIVER))
detonator_mode = !detonator_mode
playsound(src, W.usesound, 50, 1)
to_chat(user, span_notice("You unscrew the top panel of \the [src] revealing a button."))