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VOREStation/code/game/objects/items/weapons/grenades/chem_grenade.dm
T
d_h2005@yahoo.com ffe7bc7a90 -Adds scythes
-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
2012-11-27 02:20:20 +00:00

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/obj/item/weapon/grenade/chem_grenade
name = "Grenade Casing"
icon_state = "chemg"
item_state = "flashbang"
w_class = 2.0
force = 2.0
var/stage = 0
var/state = 0
var/path = 0
var/obj/item/weapon/circuitboard/circuit = null
var/list/beakers = new/list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attack_self(mob/user as mob)
if(stage > 1)
..()
attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
if(istype(W,/obj/item/device/assembly_holder) && !stage && path != 2)
path = 1
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
del(W) //Okay so we're not really adding anything here. cheating.
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && stage == 1 && path != 2)
path = 1
if(beakers.len)
user << "\blue You lock the assembly."
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = initial(icon_state) +"_locked"
stage = 2
else
user << "\red You need to add at least one beaker before locking the assembly."
else if(is_type_in_list(W, allowed_containers) && stage == 1 && path != 2)
path = 1
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
else
user << "\red \the [W] is empty."
prime()
//if(prob(reliability))
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
if(!has_reagents)
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
state = 0
return
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
/*else
icon_state = initial(icon_state) + "_locked"
crit_fail = 1
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)*/
/obj/item/weapon/grenade/chem_grenade/large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
icon_state = "large_grenade"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
origin_tech = "combat=3;materials=3"
affected_area = 4
/obj/item/weapon/grenade/chem_grenade/metalfoam
name = "Metal-Foam Grenade"
desc = "Used for emergency sealing of air breaches."
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beakers += B1
beakers += B2
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "Incendiary Grenade"
desc = "Used for clearing rooms of living things."
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("sacid", 25)
beakers += B1
beakers += B2
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/antiweed
name = "weedkiller grenade"
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("plantbgone", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
beakers += B1
beakers += B2
icon_state = "grenade"