You can now hide grenades in plushies
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committed by
CitadelStationBot
parent
241d2d88e6
commit
0c4c4dc1f2
@@ -52,8 +52,9 @@
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message_admins(message)
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log_game("[key_name(user)] has primed \a [src] for detonation at [A.name] [COORD(T)].")
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/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE)
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/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
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var/turf/T = get_turf(src)
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<<<<<<< HEAD
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log_grenade(user, T)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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@@ -64,6 +65,19 @@
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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=======
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log_grenade(user, T) //Inbuilt admin procs already handle null users
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if(user)
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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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if(msg)
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to_chat(user, "<span class='warning'>You prime \the [src]! [det_time/10] seconds!</span>")
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playsound(src, 'sound/weapons/armbomb.ogg', volume, 1)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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>>>>>>> 695fa5f... You can now hide grenades in plushies (#31986)
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addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
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/obj/item/grenade/proc/prime()
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@@ -7,14 +7,66 @@
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w_class = WEIGHT_CLASS_SMALL
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resistance_flags = FLAMMABLE
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var/list/squeak_override //Weighted list; If you want your plush to have different squeak sounds use this
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var/stuffed = TRUE //If the plushie has stuffing in it
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var/obj/item/grenade/grenade //You can remove the stuffing from a plushie and add a grenade to it for *nefarious uses*
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/obj/item/toy/plush/Initialize()
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. = ..()
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AddComponent(/datum/component/squeak, squeak_override)
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/obj/item/toy/plush/Destroy()
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QDEL_NULL(grenade)
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return ..()
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/obj/item/toy/plush/handle_atom_del(atom/A)
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if(A == grenade)
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grenade = null
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..()
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/obj/item/toy/plush/attack_self(mob/user)
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. = ..()
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to_chat(user, "<span class='notice'>You pet [src]. D'awww.</span>")
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if(stuffed || grenade)
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to_chat(user, "<span class='notice'>You pet [src]. D'awww.</span>")
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if(grenade && !grenade.active)
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if(istype(grenade, /obj/item/grenade/chem_grenade))
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var/obj/item/grenade/chem_grenade/G = grenade
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if(G.nadeassembly) //We're activated through different methods
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return
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log_game("[key_name(user)] activated a hidden grenade in [src].")
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grenade.preprime(user, msg = FALSE, volume = 10)
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else
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to_chat(user, "<span class='notice'>You try to pet [src], but it has no stuffing. Aww...</span>")
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/obj/item/toy/plush/attackby(obj/item/I, mob/living/user, params)
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if(I.is_sharp())
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if(!grenade)
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if(!stuffed)
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to_chat(user, "<span class='warning'>You already murdered it!</span>")
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return
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user.visible_message("<span class='notice'>[user] tears out the stuffing from [src]!</span>", "<span class='notice'>You rip a bunch of the stuffing from [src]. Murderer.</span>")
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playsound(I, I.usesound, 50, TRUE)
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stuffed = FALSE
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else
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to_chat(user, "<span class='notice'>You remove the grenade from [src].</span>")
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user.put_in_hands(grenade)
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grenade = null
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return
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if(istype(I, /obj/item/grenade))
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if(stuffed)
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to_chat(user, "<span class='warning'>You need to remove some stuffing first!</span>")
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return
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if(grenade)
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to_chat(user, "<span class='warning'>[src] already has a grenade!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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return
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user.visible_message("<span class='warning'>[user] slides [grenade] into [src].</span>", \
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"<span class='danger'>You slide [I] into [src].</span>")
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grenade = I
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var/turf/T = get_turf(user)
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log_game("[key_name(user)] added a grenade ([I.name]) to [src] at [COORD(T)].")
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return
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return ..()
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/obj/item/toy/plush/carpplushie
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name = "space carp plushie"
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