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@@ -1,269 +1,148 @@
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/obj/item/weapon/grenade/chem_grenade
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name = "Grenade Casing"
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icon_state = "chemg"
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icon = 'chemical.dmi'
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item_state = "flashbang"
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desc = "A hand made chemical grenade."
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w_class = 2.0
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force = 2.0
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var/list/beakers = list()
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var/obj/item/device/assembly/attached_device
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var/exploding = 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/motion = 0
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var/direct = "SOUTH"
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var/obj/item/weapon/circuitboard/circuit = null
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var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
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var/obj/item/device/assembly_holder/detonator = 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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var/mob/attacher = "Unknown"
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throw_speed = 4
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BELT
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attackby(var/obj/item/weapon/W, var/mob/user)
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if(path || !active)
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switch(active)
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if(0)
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if(istype(W, /obj/item/device/assembly/igniter))
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active = 1
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade"
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path = 1
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del(W)
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if(1)
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if(istype(W, /obj/item/weapon/reagent_containers/glass))
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if(beakers.len == 2)
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user << "\red There are already two beakers inside, remove one first!"
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return
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beakers |= W
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user.drop_item()
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W.loc = src
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user << "\blue You insert the beaker into the casing."
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else if(istype(W, /obj/item/device/assembly/signaler) || istype(W, /obj/item/device/assembly/timer) || istype(W, /obj/item/device/assembly/infra) || istype(W, /obj/item/device/assembly/prox_sensor))
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if(attached_device)
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user << "\red There is already an device attached to the controls, remove it first!"
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return
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attached_device = W
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user.drop_item()
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W.loc = src
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user << "\blue You attach the [W] to the grenade controls!"
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W.master = src
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bombers += "[key_name(user)] attached a [W] to a grenade casing."
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message_admins("[key_name_admin(user)] attached a [W] to a grenade casing.")
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log_game("[key_name_admin(user)] attached a [W] to a grenade casing.")
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attacher = key_name(user)
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(beakers.len == 2 && attached_device)
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user << "\blue You lock the assembly."
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playsound(src.loc, 'Screwdriver.ogg', 25, -3)
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name = "grenade"
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icon_state = initial(icon_state) + "_locked"
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active = 2
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path = 1
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else
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user << "\red You need to add all components before locking the assembly."
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if(2)
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if(istype(W, /obj/item/weapon/screwdriver))
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user << "\blue You disarm the [src]!"
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playsound(src.loc, 'Screwdriver.ogg', 25, -3)
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name = "grenade casing"
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icon_state = initial(icon_state) +"_ass"
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active = 1
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path = 1
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if(path != 1)
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if(!istype(src.loc,/turf))
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user << "\red You need to put the canister on the ground to do that!"
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else
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switch(state)
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if(0)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You wrench the canister in place."
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src.name = "Camera Assembly"
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src.anchored = 1
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src.state = 1
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path = 2
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if(1)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "\blue You unfasten the canister."
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src.name = "Grenade Casing"
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src.anchored = 0
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src.state = 0
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path = 0
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if(istype(W, /obj/item/device/multitool))
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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user << "\blue You place the electronics inside the canister."
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src.circuit = W
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user.drop_item()
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W.loc = src
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if(istype(W, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You screw the circuitry into place."
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src.state = 2
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if(istype(W, /obj/item/weapon/crowbar) && circuit)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the circuitry."
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src.state = 1
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circuit.loc = src.loc
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src.circuit = null
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if(2)
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if(istype(W, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You unfasten the circuitry."
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src.state = 1
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if(istype(W, /obj/item/weapon/cable_coil))
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if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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W:amount -= 1
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if(!W:amount) del(W)
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user << "\blue You add cabling to the canister."
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src.state = 3
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if(3)
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'wirecutter.ogg', 50, 1)
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user << "\blue You remove the cabling."
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src.state = 2
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var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
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A.amount = 1
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if(issignaler(W))
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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user << "\blue You attach the wireless signaller unit to the circutry."
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user.drop_item()
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W.loc = src
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src.state = 4
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if(4)
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if(istype(W, /obj/item/weapon/crowbar) && !motion)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the remote signalling device."
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src.state = 3
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var/obj/item/device/assembly/signaler/S = locate() in src
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if(S)
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S.loc = src.loc
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else
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new /obj/item/device/assembly/signaler( src.loc, 1 )
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if(isprox(W) && motion == 0)
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// if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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// W:use(1)
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user << "\blue You attach the proximity sensor."
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user.drop_item()
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W.loc = src
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motion = 1
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if(istype(W, /obj/item/weapon/crowbar) && motion)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the proximity sensor."
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var/obj/item/device/assembly/prox_sensor/S = locate() in src
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if(S)
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S.loc = src.loc
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else
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new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
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motion = 0
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if(istype(W, /obj/item/stack/sheet/glass))
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if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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if(W)
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W:use(1)
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user << "\blue You put in the glass lens."
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src.state = 5
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if(5)
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if(istype(W, /obj/item/weapon/crowbar))
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the glass lens."
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src.state = 4
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new /obj/item/stack/sheet/glass( src.loc, 2 )
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "\blue You connect the lense."
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var/B
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if(motion == 1)
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B = new /obj/machinery/camera/motion( src.loc )
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else
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B = new /obj/machinery/camera( src.loc )
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B:network = "SS13"
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B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
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direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
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B:dir = text2dir(direct)
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del(src)
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return
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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(active == 2)
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attached_device.attack_self(user)
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return
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user.machine = src
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var/dat = {"<B> Grenade properties: </B>
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<BR> <B> Beaker one:</B> [beakers[1]] [beakers[1] ? "<A href='?src=\ref[src];beakerone=1'>Remove</A>" : ""]
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<BR> <B> Beaker two:</B> [beakers[2]] [beakers[2] ? "<A href='?src=\ref[src];beakertwo=1'>Remove</A>" : ""]
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<BR> <B> Control attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]"}
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if(!stage || stage==1)
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if(detonator)
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// detonator.loc=src.loc
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detonator.detached()
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usr.put_in_hands(detonator)
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detonator=null
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stage=0
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icon_state = initial(icon_state)
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else if(beakers.len)
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for(var/obj/B in beakers)
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if(istype(B))
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beakers -= B
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user.put_in_hands(B)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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if(stage > 1 && !active && clown_check(user))
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user << "<span class='warning'>You prime \the [name]!</span>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src].</font>")
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log_admin("ATTACK: [user] ([user.ckey]) primed \a [src].")
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message_admins("ATTACK: [user] ([user.ckey]) primed \a [src].")
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activate()
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add_fingerprint(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
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var/obj/item/device/assembly_holder/det = W
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if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
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user << "\red Assembly must contain one igniter."
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return
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if(!det.secured)
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user << "\red Assembly must be secured with screwdriver."
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return
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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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user.remove_from_mob(det)
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det.loc = src
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detonator = det
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icon_state = initial(icon_state) +"_ass"
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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stage = 1
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else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
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if(stage == 1)
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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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name = "grenade"
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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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user << "\blue You lock the empty assembly."
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name = "fake grenade"
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
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icon_state = initial(icon_state) +"_locked"
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stage = 2
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else if(stage == 2)
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if(active && prob(95))
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user << "\red You trigger the assembly!"
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prime()
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return
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else
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user << "\blue You unlock the assembly."
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
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name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
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icon_state = initial(icon_state) + (detonator?"_ass":"")
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stage = 1
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active = 0
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else if(is_type_in_list(W, allowed_containers) && (!stage || 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
|
|
|
|
|
stage = 1
|
|
|
|
|
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
|
|
|
|
|
else
|
|
|
|
|
user << "\red \the [W] is empty."
|
|
|
|
|
|
|
|
|
|
examine()
|
|
|
|
|
set src in usr
|
|
|
|
|
usr << desc
|
|
|
|
|
if(detonator)
|
|
|
|
|
usr << "With attached [detonator.name]"
|
|
|
|
|
|
|
|
|
|
activate(mob/user as mob)
|
|
|
|
|
if(active) return
|
|
|
|
|
|
|
|
|
|
if(detonator)
|
|
|
|
|
if(!isigniter(detonator.a_left))
|
|
|
|
|
detonator.a_left.activate()
|
|
|
|
|
active = 1
|
|
|
|
|
if(!isigniter(detonator.a_right))
|
|
|
|
|
detonator.a_right.activate()
|
|
|
|
|
active = 1
|
|
|
|
|
if(active)
|
|
|
|
|
icon_state = initial(icon_state) + "_active"
|
|
|
|
|
|
|
|
|
|
if(user)
|
|
|
|
|
log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src]</font>")
|
|
|
|
|
log_admin("ATTACK: [user] ([user.ckey]) primed \a [src]")
|
|
|
|
|
message_admins("ATTACK: [user] ([user.ckey]) primed \a [src]")
|
|
|
|
|
|
|
|
|
|
user << browse(dat, "window=trans_valve;size=600x300")
|
|
|
|
|
onclose(user, "trans_valve")
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
proc/primed(var/primed = 1)
|
|
|
|
|
if(active)
|
|
|
|
|
icon_state = initial(icon_state) + (primed?"_primed":"_active")
|
|
|
|
|
|
|
|
|
|
Topic(href, href_list)
|
|
|
|
|
..()
|
|
|
|
|
if (usr.stat || usr.restrained())
|
|
|
|
|
return
|
|
|
|
|
if (src.loc == usr)
|
|
|
|
|
if(href_list["beakerone"])
|
|
|
|
|
if(beakers.len < 1)
|
|
|
|
|
return
|
|
|
|
|
var/obj/b1 = beakers[1]
|
|
|
|
|
b1.loc = get_turf(src)
|
|
|
|
|
beakers.Remove(b1)
|
|
|
|
|
if(href_list["beakertwo"])
|
|
|
|
|
if(beakers.len < 2)
|
|
|
|
|
return
|
|
|
|
|
var/obj/b2 = beakers[2]
|
|
|
|
|
b2.loc = get_turf(src)
|
|
|
|
|
beakers.Remove(b2)
|
|
|
|
|
if(href_list["rem_device"])
|
|
|
|
|
attached_device.loc = get_turf(src)
|
|
|
|
|
attached_device = null
|
|
|
|
|
if(href_list["device"])
|
|
|
|
|
attached_device.attack_self(usr)
|
|
|
|
|
src.attack_self(usr)
|
|
|
|
|
src.add_fingerprint(usr)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
receive_signal(signal)
|
|
|
|
|
if(!(active == 2))
|
|
|
|
|
return //cant go off before it gets primed
|
|
|
|
|
explode()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
HasProximity(atom/movable/AM as mob|obj)
|
|
|
|
|
if(istype(attached_device, /obj/item/device/assembly/prox_sensor))
|
|
|
|
|
var/obj/item/device/assembly/prox_sensor/D = attached_device
|
|
|
|
|
if (istype(AM, /obj/effect/beam))
|
|
|
|
|
return
|
|
|
|
|
if (AM.move_speed < 12)
|
|
|
|
|
D.sense()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
proc/explode()
|
|
|
|
|
if(exploding) return
|
|
|
|
|
exploding = 1
|
|
|
|
|
prime()
|
|
|
|
|
if(!stage || stage<2) return
|
|
|
|
|
|
|
|
|
|
//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
|
|
|
|
|
break
|
|
|
|
|
if(G.reagents.total_volume) has_reagents = 1
|
|
|
|
|
|
|
|
|
|
active = 0
|
|
|
|
|
if(!has_reagents)
|
|
|
|
|
@@ -271,18 +150,11 @@
|
|
|
|
|
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
var/datum/reagents/R = new/datum/reagents(1000)
|
|
|
|
|
reagents = R
|
|
|
|
|
R.my_atom = src
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
var/obj/item/weapon/reagent_containers/glass/G = locate() in beakers
|
|
|
|
|
reagents.trans_to(G, reagents.total_volume/2)
|
|
|
|
|
|
|
|
|
|
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))
|
|
|
|
|
@@ -293,10 +165,6 @@
|
|
|
|
|
if( A == src ) continue
|
|
|
|
|
src.reagents.reaction(A, 1, 10)
|
|
|
|
|
|
|
|
|
|
for(var/atom/A in view(affected_area, src.loc))
|
|
|
|
|
if( A == src ) continue
|
|
|
|
|
G.reagents.reaction(A, 1, 10)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
|
|
|
|
|
spawn(50) //To make sure all reagents can work
|
|
|
|
|
@@ -307,19 +175,12 @@
|
|
|
|
|
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
|
|
|
|
|
G.loc = get_turf(src.loc)*/
|
|
|
|
|
|
|
|
|
|
proc/c_state(var/i = 0)
|
|
|
|
|
if(i)
|
|
|
|
|
icon_state = initial(icon_state) + "_armed"
|
|
|
|
|
else
|
|
|
|
|
icon_state = initial(icon_state) + "_locked"
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/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")
|
|
|
|
|
allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
|
|
|
|
|
origin_tech = "combat=3;materials=3"
|
|
|
|
|
affected_area = 4
|
|
|
|
|
|
|
|
|
|
@@ -327,13 +188,10 @@
|
|
|
|
|
name = "Metal-Foam Grenade"
|
|
|
|
|
desc = "Used for emergency sealing of air breaches."
|
|
|
|
|
path = 1
|
|
|
|
|
active = 2
|
|
|
|
|
stage = 2
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
attached_device = new /obj/item/device/assembly/timer(src)
|
|
|
|
|
attached_device.master = src
|
|
|
|
|
attached_device.toggle_secure()
|
|
|
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
|
|
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
|
|
|
|
|
|
|
|
|
@@ -341,41 +199,41 @@
|
|
|
|
|
B2.reagents.add_reagent("foaming_agent", 10)
|
|
|
|
|
B2.reagents.add_reagent("pacid", 10)
|
|
|
|
|
|
|
|
|
|
beakers.Add(B1, B2)
|
|
|
|
|
icon_state = "chemg_locked"
|
|
|
|
|
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
|
|
|
|
|
|
|
|
|
beakers += B1
|
|
|
|
|
beakers += B2
|
|
|
|
|
icon_state = initial(icon_state) +"_locked"
|
|
|
|
|
|
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/incendiary
|
|
|
|
|
name = "Incendiary Grenade"
|
|
|
|
|
desc = "Used for clearing rooms of living things."
|
|
|
|
|
path = 1
|
|
|
|
|
active = 2
|
|
|
|
|
stage = 2
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
attached_device = new /obj/item/device/assembly/timer(src)
|
|
|
|
|
attached_device.master = src
|
|
|
|
|
attached_device.toggle_secure()
|
|
|
|
|
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("acid", 25)
|
|
|
|
|
B2.reagents.add_reagent("sacid", 25)
|
|
|
|
|
|
|
|
|
|
beakers.Add(B1, B2)
|
|
|
|
|
icon_state = "chemg_locked"
|
|
|
|
|
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
|
|
|
|
|
|
|
|
|
beakers += B1
|
|
|
|
|
beakers += B2
|
|
|
|
|
icon_state = initial(icon_state) +"_locked"
|
|
|
|
|
|
|
|
|
|
/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."
|
|
|
|
|
active = 2
|
|
|
|
|
stage = 2
|
|
|
|
|
path = 1
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
attached_device = new /obj/item/device/assembly/timer(src)
|
|
|
|
|
attached_device.master = src
|
|
|
|
|
attached_device.toggle_secure()
|
|
|
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
|
|
|
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
|
|
|
|
|
|
|
|
|
|
@@ -383,5 +241,8 @@
|
|
|
|
|
B2.reagents.add_reagent("water", 40)
|
|
|
|
|
B2.reagents.add_reagent("cleaner", 10)
|
|
|
|
|
|
|
|
|
|
beakers.Add(B1, B2)
|
|
|
|
|
icon_state = "chemg_locked"
|
|
|
|
|
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
|
|
|
|
|
|
|
|
|
|
beakers += B1
|
|
|
|
|
beakers += B2
|
|
|
|
|
icon_state = initial(icon_state) +"_locked"
|
|
|
|
|
|