Files
Yogstation/code/game/objects/items/grenades/chem_grenade.dm
yogstation13-bot f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00

614 lines
24 KiB
Plaintext

#define EMPTY 1
#define WIRED 2
#define READY 3
/obj/item/grenade/chem_grenade
name = "chemical grenade"
desc = "A custom made grenade."
icon_state = "chemg"
item_state = "flashbang"
w_class = WEIGHT_CLASS_SMALL
force = 2
var/stage = EMPTY
var/list/obj/item/reagent_containers/glass/beakers = list()
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
var/list/banned_containers = list(/obj/item/reagent_containers/glass/beaker/bluespace) //Containers to exclude from specific grenade subtypes
var/affected_area = 3
var/obj/item/assembly_holder/nadeassembly = null
var/assemblyattacher
var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10°K upon ignition." // Appears when examining empty casings.
/obj/item/grenade/chem_grenade/Initialize()
. = ..()
create_reagents(1000)
stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
/obj/item/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
..()
if(user.can_see_reagents())
if(beakers.len)
to_chat(user, "<span class='notice'>You scan the grenade and detect the following reagents:</span>")
for(var/obj/item/reagent_containers/glass/G in beakers)
for(var/datum/reagent/R in G.reagents.reagent_list)
to_chat(user, "<span class='notice'>[R.volume] units of [R.name] in the [G.name].</span>")
if(beakers.len == 1)
to_chat(user, "<span class='notice'>You detect no second beaker in the grenade.</span>")
else
to_chat(user, "<span class='notice'>You scan the grenade, but detect nothing.</span>")
else if(stage != READY && beakers.len)
if(beakers.len == 2 && beakers[1].name == beakers[2].name)
to_chat(user, "<span class='notice'>You see two [beakers[1].name]s inside the grenade.</span>")
else
for(var/obj/item/reagent_containers/glass/G in beakers)
to_chat(user, "<span class='notice'>You see a [G.name] inside the grenade.</span>")
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == READY && !active)
if(nadeassembly)
nadeassembly.attack_self(user)
else
..()
/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MULTITOOL)
if(stage == READY && !nadeassembly && !active)
var/newtime = text2num(stripped_input(user, "Please enter a new detonation time", name))
if (newtime != null && user.canUseTopic(src, BE_CLOSE))
change_det_time(newtime)
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
if (round(newtime * 10) != det_time)
to_chat(user, "<span class='warning'>The new value is out of bounds. The lowest possible time is 3 seconds and highest is 5 seconds. Instant detonations are also possible.</span>")
return
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(stage == WIRED)
if(beakers.len)
stage_change(READY)
to_chat(user, "<span class='notice'>You lock the [initial(name)] assembly.</span>")
I.play_tool_sound(src, 25)
else
to_chat(user, "<span class='warning'>You need to add at least one beaker before locking the [initial(name)] assembly!</span>")
else if(stage == READY && !nadeassembly && !active)
change_det_time()
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
else if(stage == EMPTY)
to_chat(user, "<span class='warning'>You need to add an activation mechanism!</span>")
return
else if(stage == WIRED && is_type_in_list(I, allowed_containers))
. = TRUE //no afterattack
if(is_type_in_list(I, banned_containers))
to_chat(user, "<span class='warning'>[src] is too small to fit [I]!</span>") // this one hits home huh anon?
return
if(beakers.len == 2)
to_chat(user, "<span class='warning'>[src] can not hold more containers!</span>")
return
else
if(I.reagents.total_volume)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>")
beakers += I
var/reagent_list = pretty_string_from_reagent_list(I.reagents)
user.log_message("inserted [I] ([reagent_list]) into [src]",LOG_GAME)
else
to_chat(user, "<span class='warning'>[I] is empty!</span>")
else if(stage == EMPTY && istype(I, /obj/item/assembly_holder))
. = 1 // no afterattack
var/obj/item/assembly_holder/A = I
if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
return
if(!user.transferItemToLoc(I, src))
return
nadeassembly = A
A.master = src
assemblyattacher = user.ckey
stage_change(WIRED)
to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
if (C.use(1))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(WIRED)
to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
else
to_chat(user, "<span class='warning'>You need one length of coil to wire the assembly!</span>")
return
else if(stage == READY && I.tool_behaviour == TOOL_WIRECUTTER && !active)
stage_change(WIRED)
to_chat(user, "<span class='notice'>You unlock the [initial(name)] assembly.</span>")
else if(stage == WIRED && I.tool_behaviour == TOOL_WRENCH)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(drop_location())
if(!O.reagents)
continue
var/reagent_list = pretty_string_from_reagent_list(O.reagents)
user.log_message("removed [O] ([reagent_list]) from [src]", LOG_GAME)
beakers = list()
to_chat(user, "<span class='notice'>You open the [initial(name)] assembly and remove the payload.</span>")
return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism.
if(nadeassembly)
nadeassembly.forceMove(drop_location())
nadeassembly.master = null
nadeassembly = null
else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
new /obj/item/stack/cable_coil(get_turf(src),1)
stage_change(EMPTY)
to_chat(user, "<span class='notice'>You remove the activation mechanism from the [initial(name)] assembly.</span>")
else
return ..()
/obj/item/grenade/chem_grenade/proc/stage_change(N)
if(N)
stage = N
if(stage == EMPTY)
name = "[initial(name)] casing"
desc = "A do it yourself [initial(name)]! [initial(casedesc)]"
icon_state = initial(icon_state)
else if(stage == WIRED)
name = "unsecured [initial(name)]"
desc = "An unsecured [initial(name)] assembly."
icon_state = "[initial(icon_state)]_ass"
else if(stage == READY)
name = initial(name)
desc = initial(desc)
icon_state = "[initial(icon_state)]_locked"
//assembly stuff
/obj/item/grenade/chem_grenade/receive_signal()
prime()
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM)
if(nadeassembly)
nadeassembly.Crossed(AM)
/obj/item/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
nadeassembly.on_found(finder)
/obj/item/grenade/chem_grenade/log_grenade(mob/user, turf/T)
var/reagent_string = ""
var/beaker_number = 1
for(var/obj/exploded_beaker in beakers)
if(!exploded_beaker.reagents)
continue
reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
log_bomber(user, "primed a", src, "containing:[reagent_string]")
/obj/item/grenade/chem_grenade/prime()
if(stage != READY)
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/reagent_containers/glass/G in beakers)
reactants += G.reagents
var/turf/detonation_turf = get_turf(src)
if(!chem_splash(detonation_turf, affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(src, 'sound/items/screwdriver2.ogg', 50, 1)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(drop_location())
beakers = list()
stage_change(EMPTY)
active = FALSE
return
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
message_admins("grenade primed by an assembly, attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [ADMIN_VERBOSEJMP(detonation_turf)]</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [AREACOORD(detonation_turf)]")
log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
update_mob()
qdel(src)
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/grenade/chem_grenade/large
name = "large grenade"
desc = "A custom made large grenade. Larger splash range and increased ignition temperature compared to basic grenades. Fits exotic and bluespace based containers."
casedesc = "This casing affects a larger area than the basic model and can fit exotic containers, including slime cores and bluespace beakers. Heats contents by 25°K upon ignition."
icon_state = "large_grenade"
allowed_containers = list(/obj/item/reagent_containers/glass, /obj/item/reagent_containers/food/condiment, /obj/item/reagent_containers/food/drinks)
banned_containers = list()
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/grenade/chem_grenade/large/prime()
if(stage != READY)
return
for(var/obj/item/slime_extract/S in beakers)
if(S.Uses)
for(var/obj/item/reagent_containers/glass/G in beakers)
G.reagents.trans_to(S, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally,
//otherwise drop it on the ground for timed reactions like gold.
if(S)
if(S.reagents && S.reagents.total_volume)
for(var/obj/item/reagent_containers/glass/G in beakers)
S.reagents.trans_to(G, S.reagents.total_volume)
else
S.forceMove(get_turf(src))
no_splash = TRUE
..()
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/slime_extract) && stage == WIRED)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>")
beakers += I
else
return ..()
/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. Rapidly cools contents upon ignition."
casedesc = "Upon ignition, it rapidly cools contents by 100°K. Smaller splash range than regular casings."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. Heats up contents upon ignition."
casedesc = "Upon ignition, it rapidly heats contents by 500°K."
icon_state = "pyrog"
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
casedesc = "This casing is able to detonate more than once. Can be configured using a multitool."
icon_state = "timeg"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MULTITOOL && !active)
var/newspread = text2num(stripped_input(user, "Please enter a new spread amount", name))
if (newspread != null && user.canUseTopic(src, BE_CLOSE))
newspread = round(newspread)
unit_spread = CLAMP(newspread, 5, 100)
to_chat(user, "<span class='notice'>You set the time release to [unit_spread] units per detonation.</span>")
if (newspread != unit_spread)
to_chat(user, "<span class='notice'>The new value is out of bounds. Minimum spread is 5 units, maximum is 100 units.</span>")
..()
/obj/item/grenade/chem_grenade/adv_release/prime()
if(stage != READY)
return
var/total_volume = 0
for(var/obj/item/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(!total_volume)
qdel(src)
qdel(nadeassembly)
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
for(var/obj/item/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
var/turf/DT = get_turf(src)
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
message_admins("grenade primed by an assembly at [AREACOORD(DT)], attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name])</a>.")
log_game("grenade primed by an assembly at [AREACOORD(DT)], attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name])")
else
addtimer(CALLBACK(src, .proc/prime), det_time)
log_game("A grenade detonated at [AREACOORD(DT)]")
//////////////////////////////
////// PREMADE GRENADES //////
//////////////////////////////
/obj/item/grenade/chem_grenade/metalfoam
name = "metal foam grenade"
desc = "Used for emergency sealing of hull breaches."
stage = READY
/obj/item/grenade/chem_grenade/metalfoam/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/aluminium, 30)
B2.reagents.add_reagent(/datum/reagent/foaming_agent, 10)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 10)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/smart_metal_foam
name = "smart metal foam grenade"
desc = "Used for emergency sealing of hull breaches, while keeping areas accessible."
stage = READY
/obj/item/grenade/chem_grenade/smart_metal_foam/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/aluminium, 75)
B2.reagents.add_reagent(/datum/reagent/smart_foaming_agent, 25)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/incendiary
name = "incendiary grenade"
desc = "Used for clearing rooms of living things."
stage = READY
/obj/item/grenade/chem_grenade/incendiary/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/stable_plasma, 25)
B2.reagents.add_reagent(/datum/reagent/toxin/acid, 25)
beakers += B1
beakers += B2
/obj/item/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."
stage = READY
/obj/item/grenade/chem_grenade/antiweed/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/toxin/plantbgone, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/cleaner
name = "cleaner grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = READY
/obj/item/grenade/chem_grenade/cleaner/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
B2.reagents.add_reagent(/datum/reagent/water, 40)
B2.reagents.add_reagent(/datum/reagent/space_cleaner, 10)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/ez_clean
name = "cleaner grenade"
desc = "Waffle Co.-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = READY
/obj/item/grenade/chem_grenade/ez_clean/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
B2.reagents.add_reagent(/datum/reagent/water, 40)
B2.reagents.add_reagent(/datum/reagent/space_cleaner/ez_clean, 60) //ensures a t h i c c distribution
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/teargas
name = "teargas grenade"
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
stage = READY
/obj/item/grenade/chem_grenade/teargas/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 60)
B1.reagents.add_reagent(/datum/reagent/potassium, 40)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 40)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 40)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/facid
name = "acid grenade"
desc = "Used for melting armoured opponents."
stage = READY
/obj/item/grenade/chem_grenade/facid/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 290)
B1.reagents.add_reagent(/datum/reagent/potassium, 10)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 10)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 10)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 280)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/colorful
name = "colorful grenade"
desc = "Used for wide scale painting projects."
stage = READY
/obj/item/grenade/chem_grenade/colorful/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/colorful_reagent, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/glitter
name = "generic glitter grenade"
desc = "You shouldn't see this description."
stage = READY
var/glitter_type = /datum/reagent/glitter
/obj/item/grenade/chem_grenade/glitter/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(glitter_type, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/glitter/pink
name = "pink glitter bomb"
desc = "For that HOT glittery look."
glitter_type = /datum/reagent/glitter/pink
/obj/item/grenade/chem_grenade/glitter/blue
name = "blue glitter bomb"
desc = "For that COOL glittery look."
glitter_type = /datum/reagent/glitter/blue
/obj/item/grenade/chem_grenade/glitter/white
name = "white glitter bomb"
desc = "For that somnolent glittery look."
glitter_type = /datum/reagent/glitter/white
/obj/item/grenade/chem_grenade/clf3
name = "clf3 grenade"
desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas."
stage = READY
/obj/item/grenade/chem_grenade/clf3/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 250)
B1.reagents.add_reagent(/datum/reagent/clf3, 50)
B2.reagents.add_reagent(/datum/reagent/water, 250)
B2.reagents.add_reagent(/datum/reagent/clf3, 50)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/bioterrorfoam
name = "Bio terror foam grenade"
desc = "Tiger Cooperative chemical foam grenade. Causes temporary irration, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin."
stage = READY
/obj/item/grenade/chem_grenade/bioterrorfoam/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/cryptobiolin, 75)
B1.reagents.add_reagent(/datum/reagent/water, 50)
B1.reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 50)
B1.reagents.add_reagent(/datum/reagent/toxin/spore, 75)
B1.reagents.add_reagent(/datum/reagent/toxin/itching_powder, 50)
B2.reagents.add_reagent(/datum/reagent/fluorosurfactant, 150)
B2.reagents.add_reagent(/datum/reagent/toxin/mutagen, 150)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/tuberculosis
name = "Fungal tuberculosis grenade"
desc = "WARNING: GRENADE WILL RELEASE DEADLY SPORES CONTAINING ACTIVE AGENTS. SEAL SUIT AND AIRFLOW BEFORE USE."
stage = READY
/obj/item/grenade/chem_grenade/tuberculosis/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/potassium, 50)
B1.reagents.add_reagent(/datum/reagent/phosphorus, 50)
B1.reagents.add_reagent(/datum/reagent/fungalspores, 200)
B2.reagents.add_reagent(/datum/reagent/blood, 250)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 50)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/holy
name = "holy hand grenade"
desc = "A vessel of concentrated religious might."
icon_state = "holy_grenade"
stage = READY
/obj/item/grenade/chem_grenade/holy/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/potassium, 100)
B2.reagents.add_reagent(/datum/reagent/water/holywater, 100)
beakers += B1
beakers += B2
#undef READY
#undef WIRED
#undef EMPTY