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-Adds weed control crates, orderable by cargo techs, for the purpose of kudzu control. -You can now construct folders with cardboard sheets. -Moves newspaper sprites out of weapons.dmi git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5206 316c924e-a436-60f5-8080-3fe189b3f50e
178 lines
5.4 KiB
Plaintext
178 lines
5.4 KiB
Plaintext
/obj/item/weapon/grenade/chem_grenade
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name = "Grenade Casing"
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icon_state = "chemg"
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item_state = "flashbang"
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w_class = 2.0
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force = 2.0
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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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var/obj/item/weapon/circuitboard/circuit = null
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var/list/beakers = new/list()
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var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
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var/affected_area = 3
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New()
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var/datum/reagents/R = new/datum/reagents(1000)
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reagents = R
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R.my_atom = src
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attack_self(mob/user as mob)
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if(stage > 1)
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..()
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attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
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if(istype(W,/obj/item/device/assembly_holder) && !stage && path != 2)
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path = 1
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user << "\blue You add [W] to the metal casing."
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
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del(W) //Okay so we're not really adding anything here. cheating.
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade"
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stage = 1
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else if(istype(W,/obj/item/weapon/screwdriver) && stage == 1 && path != 2)
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path = 1
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if(beakers.len)
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user << "\blue You lock the assembly."
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
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name = "grenade"
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icon_state = initial(icon_state) +"_locked"
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stage = 2
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else
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user << "\red You need to add at least one beaker before locking the assembly."
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else if(is_type_in_list(W, allowed_containers) && stage == 1 && path != 2)
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path = 1
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if(beakers.len == 2)
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user << "\red 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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user << "\blue 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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else
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user << "\red \the [W] is empty."
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prime()
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//if(prob(reliability))
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var/has_reagents = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume) has_reagents = 1
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if(!has_reagents)
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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state = 0
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return
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playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(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.reaction(A, 1, 10)
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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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del(src) //correctly before deleting the grenade.
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/*else
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icon_state = initial(icon_state) + "_locked"
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crit_fail = 1
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.loc = get_turf(src.loc)*/
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/obj/item/weapon/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/weapon/reagent_containers/glass)
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origin_tech = "combat=3;materials=3"
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affected_area = 4
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/obj/item/weapon/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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path = 1
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 30)
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B2.reagents.add_reagent("foaming_agent", 10)
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B2.reagents.add_reagent("pacid", 10)
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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/weapon/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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path = 1
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stage = 2
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminum", 25)
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B2.reagents.add_reagent("plasma", 25)
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B2.reagents.add_reagent("sacid", 25)
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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/weapon/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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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("plantbgone", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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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/weapon/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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stage = 2
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path = 1
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New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
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B2.reagents.add_reagent("water", 40)
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B2.reagents.add_reagent("cleaner", 10)
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beakers += B1
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beakers += B2
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icon_state = "grenade"
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