initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
@@ -0,0 +1,493 @@
#define EMPTY 1
#define WIRED 2
#define READY 3
/obj/item/weapon/grenade/chem_grenade
name = "chemical grenade"
desc = "A custom made grenade."
icon_state = "chemg"
item_state = "flashbang"
w_class = 2
force = 2
var/stage = EMPTY
var/list/beakers = list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
var/obj/item/device/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.
/obj/item/weapon/grenade/chem_grenade/New()
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/weapon/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
..()
/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user)
if(stage == READY && !active)
if(nadeassembly)
nadeassembly.attack_self(user)
else if(clown_check(user))
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[key_name_admin(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
user << "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = 1
icon_state = initial(icon_state) + "_active"
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(src, "prime", det_time)
/obj/item/weapon/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(stage == WIRED)
if(beakers.len)
stage_change(READY)
user << "<span class='notice'>You lock the [initial(name)] assembly.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
else
user << "<span class='warning'>You need to add at least one beaker before locking the [initial(name)] assembly!</span>"
else if(stage == READY && !nadeassembly)
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
else if(stage == EMPTY)
user << "<span class='warning'>You need to add an activation mechanism!</span>"
else if(stage == WIRED && is_type_in_list(I, allowed_containers))
. = 1 //no afterattack
if(beakers.len == 2)
user << "<span class='warning'>[src] can not hold more containers!</span>"
return
else
if(I.reagents.total_volume)
if(!user.unEquip(I))
return
user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
I.loc = src
beakers += I
else
user << "<span class='warning'>[I] is empty!</span>"
else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
. = 1 // no afterattack
var/obj/item/device/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.unEquip(I))
return
nadeassembly = A
A.master = src
A.loc = src
assemblyattacher = user.ckey
stage_change(WIRED)
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)
user << "<span class='notice'>You rig the [initial(name)] assembly.</span>"
else
user << "<span class='warning'>You need one length of coil to wire the assembly!</span>"
return
else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
stage_change(WIRED)
user << "<span class='notice'>You unlock the [initial(name)] assembly.</span>"
else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
if(beakers.len)
for(var/obj/O in beakers)
O.loc = get_turf(src)
beakers = list()
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.loc = get_turf(src)
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)
user << "<span class='notice'>You remove the activation mechanism from the [initial(name)] assembly.</span>"
else
return ..()
/obj/item/weapon/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)]!"
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/weapon/grenade/chem_grenade/receive_signal()
prime()
/obj/item/weapon/grenade/chem_grenade/Crossed(atom/movable/AM)
if(nadeassembly)
nadeassembly.Crossed(AM)
/obj/item/weapon/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
nadeassembly.on_found(finder)
/obj/item/weapon/grenade/chem_grenade/prime()
if(stage != READY)
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
reactants += G.reagents
if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale))
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
return
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</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 [A.name] ([T.x], [T.y], [T.z])")
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
update_mob()
qdel(src)
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/weapon/grenade/chem_grenade/large
name = "large grenade"
desc = "A custom made large grenade. It affects a larger area."
icon_state = "large_grenade"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
/obj/item/weapon/reagent_containers/food/drinks)
origin_tech = "combat=3;engineering=3"
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/weapon/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/weapon/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
if(S && S.reagents && S.reagents.total_volume)
S.reagents.trans_to(src,S.reagents.total_volume)
return
..()
//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/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/slime_extract) && stage == WIRED)
if(!user.unEquip(I))
return
user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
I.loc = src
beakers += I
else
return ..()
/obj/item/weapon/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/weapon/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. It heats up and ignites its contents upon detonation."
icon_state = "pyrog"
origin_tech = "combat=4;engineering=4"
affected_area = 3
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/weapon/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."
icon_state = "timeg"
origin_tech = "combat=3;engineering=4"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/weapon/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/multitool))
switch(unit_spread)
if(0 to 24)
unit_spread += 5
if(25 to 99)
unit_spread += 25
else
unit_spread = 5
user << "<span class='notice'> You set the time release to [unit_spread] units per detonation.</span>"
return
..()
/obj/item/weapon/grenade/chem_grenade/adv_release/prime()
if(stage != READY)
return
var/total_volume = 0
for(var/obj/item/weapon/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/weapon/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)
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</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 [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(src, "prime", det_time)
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
//////////////////////////////
////// PREMADE GRENADES //////
//////////////////////////////
/obj/item/weapon/grenade/chem_grenade/metalfoam
name = "metal foam grenade"
desc = "Used for emergency sealing of air breaches."
stage = READY
/obj/item/weapon/grenade/chem_grenade/metalfoam/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("aluminium", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("facid", 10)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "incendiary grenade"
desc = "Used for clearing rooms of living things."
stage = READY
/obj/item/weapon/grenade/chem_grenade/incendiary/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("phosphorus", 25)
B2.reagents.add_reagent("stable_plasma", 25)
B2.reagents.add_reagent("sacid", 25)
beakers += B1
beakers += B2
/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."
stage = READY
/obj/item/weapon/grenade/chem_grenade/antiweed/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
/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 = READY
/obj/item/weapon/grenade/chem_grenade/cleaner/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
/obj/item/weapon/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/weapon/grenade/chem_grenade/teargas/New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("condensedcapsaicin", 60)
B1.reagents.add_reagent("potassium", 40)
B2.reagents.add_reagent("phosphorus", 40)
B2.reagents.add_reagent("sugar", 40)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/facid
name = "acid grenade"
desc = "Used for melting armoured opponents."
stage = READY
/obj/item/weapon/grenade/chem_grenade/facid/New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent("facid", 290)
B1.reagents.add_reagent("potassium", 10)
B2.reagents.add_reagent("phosphorus", 10)
B2.reagents.add_reagent("sugar", 10)
B2.reagents.add_reagent("facid", 280)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/colorful
name = "colorful grenade"
desc = "Used for wide scale painting projects."
stage = READY
/obj/item/weapon/grenade/chem_grenade/colorful/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("colorful_reagent", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
/obj/item/weapon/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/weapon/grenade/chem_grenade/clf3/New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 250)
B1.reagents.add_reagent("clf3", 50)
B2.reagents.add_reagent("water", 250)
B2.reagents.add_reagent("clf3", 50)
beakers += B1
beakers += B2
/obj/item/weapon/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/weapon/grenade/chem_grenade/bioterrorfoam/New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent("cryptobiolin", 75)
B1.reagents.add_reagent("water", 50)
B1.reagents.add_reagent("mutetoxin", 50)
B1.reagents.add_reagent("spore", 75)
B1.reagents.add_reagent("itching_powder", 50)
B2.reagents.add_reagent("fluorosurfactant", 150)
B2.reagents.add_reagent("mutagen", 150)
beakers += B1
beakers += B2
/obj/item/weapon/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/weapon/grenade/chem_grenade/tuberculosis/New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent("potassium", 50)
B1.reagents.add_reagent("phosphorus", 50)
B1.reagents.add_reagent("fungalspores", 200)
B2.reagents.add_reagent("blood", 250)
B2.reagents.add_reagent("sugar", 50)
beakers += B1
beakers += B2
#undef EMPTY
#undef WIRED
#undef READY
@@ -0,0 +1,128 @@
////////////////////
//Clusterbang
////////////////////
/obj/item/weapon/grenade/clusterbuster
desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/payload = /obj/item/weapon/grenade/flashbang/cluster
/obj/item/weapon/grenade/clusterbuster/prime()
update_mob()
var/numspawned = rand(4,8)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
again++
numspawned--
for(var/loop = again ,loop > 0, loop--)
new /obj/item/weapon/grenade/clusterbuster/segment(loc, payload)//Creates 'segments' that launches a few more payloads
new /obj/effect/payload_spawner(loc, payload, numspawned)//Launches payload
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
qdel(src)
//////////////////////
//Clusterbang segment
//////////////////////
/obj/item/weapon/grenade/clusterbuster/segment
desc = "A smaller segment of a clusterbang. Better run."
name = "clusterbang segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
/obj/item/weapon/grenade/clusterbuster/segment/New(var/loc, var/payload_type = /obj/item/weapon/grenade/flashbang/cluster)
..()
icon_state = "clusterbang_segment_active"
payload = payload_type
active = 1
walk_away(src,loc,rand(1,4))
addtimer(src, "prime", rand(15,60))
/obj/item/weapon/grenade/clusterbuster/segment/prime()
new /obj/effect/payload_spawner(loc, payload, rand(4,8))
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
qdel(src)
//////////////////////////////////
//The payload spawner effect
/////////////////////////////////
/obj/effect/payload_spawner/New(var/turf/newloc,var/type, var/numspawned as num)
for(var/loop = numspawned ,loop > 0, loop--)
var/obj/item/weapon/grenade/P = new type(loc)
P.active = 1
walk_away(P,loc,rand(1,4))
spawn(rand(15,60))
if(P && !qdeleted(P))
P.prime()
qdel(src)
//////////////////////////////////
//Custom payload clusterbusters
/////////////////////////////////
/obj/item/weapon/grenade/flashbang/cluster
icon_state = "flashbang_active"
/obj/item/weapon/grenade/clusterbuster/emp
name = "Electromagnetic Storm"
payload = /obj/item/weapon/grenade/empgrenade
/obj/item/weapon/grenade/clusterbuster/smoke
name = "Ninja Vanish"
payload = /obj/item/weapon/grenade/smokebomb
/obj/item/weapon/grenade/clusterbuster/metalfoam
name = "Instant Concrete"
payload = /obj/item/weapon/grenade/chem_grenade/metalfoam
/obj/item/weapon/grenade/clusterbuster/inferno
name = "Inferno"
payload = /obj/item/weapon/grenade/chem_grenade/incendiary
/obj/item/weapon/grenade/clusterbuster/antiweed
name = "RoundDown"
payload = /obj/item/weapon/grenade/chem_grenade/antiweed
/obj/item/weapon/grenade/clusterbuster/cleaner
name = "Mr. Proper"
payload = /obj/item/weapon/grenade/chem_grenade/cleaner
/obj/item/weapon/grenade/clusterbuster/teargas
name = "Oignon Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/teargas
/obj/item/weapon/grenade/clusterbuster/facid
name = "Aciding Rain"
payload = /obj/item/weapon/grenade/chem_grenade/facid
/obj/item/weapon/grenade/clusterbuster/syndieminibomb
name = "SyndiWrath"
payload = /obj/item/weapon/grenade/syndieminibomb
/obj/item/weapon/grenade/clusterbuster/spawner_manhacks
name = "iViscerator"
payload = /obj/item/weapon/grenade/spawnergrenade/manhacks
/obj/item/weapon/grenade/clusterbuster/spawner_spesscarp
name = "Invasion of the Space Carps"
payload = /obj/item/weapon/grenade/spawnergrenade/spesscarp
/obj/item/weapon/grenade/clusterbuster/soap
name = "Slipocalypse"
payload = /obj/item/weapon/grenade/spawnergrenade/syndiesoap
/obj/item/weapon/grenade/clusterbuster/clf3
name = "WELCOME TO HELL"
payload = /obj/item/weapon/grenade/chem_grenade/clf3
@@ -0,0 +1,11 @@
/obj/item/weapon/grenade/empgrenade
name = "classic EMP grenade"
desc = "It is designed to wreak havok on electronic systems."
icon_state = "emp"
item_state = "emp"
origin_tech = "magnets=3;combat=2"
/obj/item/weapon/grenade/empgrenade/prime()
update_mob()
empulse(src, 4, 10)
qdel(src)
@@ -0,0 +1,56 @@
/obj/item/weapon/grenade/flashbang
name = "flashbang"
icon_state = "flashbang"
item_state = "flashbang"
origin_tech = "materials=2;combat=3"
/obj/item/weapon/grenade/flashbang/prime()
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
for(var/mob/living/M in get_hearers_in_view(7, flashbang_turf))
bang(get_turf(M), M)
for(var/obj/effect/blob/B in get_hear(8,flashbang_turf)) //Blob damage here
var/damage = round(40/(get_dist(B,get_turf(src))+1))
B.take_damage(damage, BURN)
qdel(src)
/obj/item/weapon/grenade/flashbang/proc/bang(turf/T , mob/living/M)
M.show_message("<span class='warning'>BANG</span>", 2)
playsound(loc, 'sound/weapons/flashbang.ogg', 100, 1)
//Checking for protection
var/ear_safety = M.check_ear_prot()
var/distance = max(1,get_dist(src,T))
//Flash
if(M.weakeyes)
M.visible_message("<span class='disarm'><b>[M]</b> screams and collapses!</span>")
M << "<span class='userdanger'><font size=3>AAAAGH!</font></span>"
M.Weaken(15) //hella stunned
M.Stun(15)
M.adjust_eye_damage(8)
if(M.flash_eyes(affect_silicon = 1))
M.Stun(max(10/distance, 3))
M.Weaken(max(10/distance, 3))
//Bang
if((loc == M) || loc == M.loc)//Holding on person or being exactly where lies is significantly more dangerous and voids protection
M.Stun(10)
M.Weaken(10)
if(!ear_safety)
M << sound('sound/weapons/flash_ring.ogg',0,1,0,100)
M.Stun(max(10/distance, 3))
M.Weaken(max(10/distance, 3))
M.setEarDamage(M.ear_damage + rand(0, 5), max(M.ear_deaf,15))
if (M.ear_damage >= 15)
M << "<span class='warning'>Your ears start to ring badly!</span>"
if(prob(M.ear_damage - 10 + 5))
M << "<span class='warning'>You can't hear anything!</span>"
M.disabilities |= DEAF
else
if (M.ear_damage >= 5)
M << "<span class='warning'>Your ears start to ring!</span>"
@@ -0,0 +1,67 @@
//improvised explosives//
/obj/item/weapon/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = 2
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/times = list()
/obj/item/weapon/grenade/iedcasing/New(loc)
..()
add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled"))
add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired"))
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/weapon/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/weapon/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
var/muh_layer = can.layer
can.layer = FLOAT_LAYER
underlays += can
can.layer = muh_layer
/obj/item/weapon/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
user << "<span class='warning'>You light the [name]!</span>"
active = 1
overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[key_name_admin(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
addtimer(src, "prime", det_time)
/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/weapon/grenade/iedcasing/examine(mob/user)
..()
user << "You can't tell when it will explode!"
@@ -0,0 +1,102 @@
/obj/item/weapon/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = 2
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
burn_state = FLAMMABLE
burntime = 5
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/weapon/grenade/burn()
prime()
..()
/obj/item/weapon/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
user << "<span class='warning'>Huh? How does this thing work?</span>"
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
/obj/item/weapon/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
user << "The timer is set to [det_time/10] second\s."
else
user << "\The [src] is set for instant detonation."
/obj/item/weapon/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = 1
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[key_name_admin(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(det_time)
prime()
/obj/item/weapon/grenade/proc/prime()
/obj/item/weapon/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.unEquip(src)
/obj/item/weapon/grenade/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/screwdriver))
switch(det_time)
if ("1")
det_time = 10
user << "<span class='notice'>You set the [name] for 1 second detonation time.</span>"
if ("10")
det_time = 30
user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
if ("30")
det_time = 50
user << "<span class='notice'>You set the [name] for 5 second detonation time.</span>"
if ("50")
det_time = 1
user << "<span class='notice'>You set the [name] for instant detonation.</span>"
add_fingerprint(user)
else
return ..()
/obj/item/weapon/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/weapon/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return 1 //It hit the grenade, not them
@@ -0,0 +1,182 @@
/obj/item/weapon/grenade/plastic
name = "plastic explosive"
desc = "Used to put holes in specific areas without too much extra hole."
icon_state = "plastic-explosive0"
item_state = "plastic-explosive"
flags = NOBLUDGEON
det_time = 10
display_timer = 0
var/atom/target = null
var/image_overlay = null
var/obj/item/device/assembly_holder/nadeassembly = null
var/assemblyattacher
/obj/item/weapon/grenade/plastic/New()
image_overlay = image('icons/obj/grenade.dmi', "[item_state]2")
..()
/obj/item/weapon/grenade/plastic/Destroy()
qdel(nadeassembly)
nadeassembly = null
target = null
..()
/obj/item/weapon/grenade/plastic/attackby(obj/item/I, mob/user, params)
if(!nadeassembly && istype(I, /obj/item/device/assembly_holder))
var/obj/item/device/assembly_holder/A = I
if(!user.unEquip(I))
return ..()
nadeassembly = A
A.master = src
A.loc = src
assemblyattacher = user.ckey
user << "<span class='notice'>You add [A] to the [name].</span>"
playsound(src, 'sound/weapons/tap.ogg', 20, 1)
update_icon()
return
if(nadeassembly && istype(I, /obj/item/weapon/wirecutters))
playsound(src, 'sound/items/Wirecutter.ogg', 20, 1)
nadeassembly.loc = get_turf(src)
nadeassembly.master = null
nadeassembly = null
update_icon()
return
..()
//assembly stuff
/obj/item/weapon/grenade/plastic/receive_signal()
prime()
/obj/item/weapon/grenade/plastic/Crossed(atom/movable/AM)
if(nadeassembly)
nadeassembly.Crossed(AM)
/obj/item/weapon/grenade/plastic/on_found(mob/finder)
if(nadeassembly)
nadeassembly.on_found(finder)
/obj/item/weapon/grenade/plastic/attack_self(mob/user)
if(nadeassembly)
nadeassembly.attack_self(user)
return
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
if(user.get_active_hand() == src)
newtime = Clamp(newtime, 10, 60000)
det_time = newtime
user << "Timer set for [det_time] seconds."
/obj/item/weapon/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag)
if (!flag)
return
if (istype(AM, /mob/living/carbon))
return
user << "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>"
if(do_after(user, 50, target = AM))
if(!user.unEquip(src))
return
src.target = AM
loc = null
message_admins("[key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) planted [src.name] on [target.name] at ([target.x],[target.y],[target.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target.x];Y=[target.y];Z=[target.z]'>JMP</a>) with [det_time] second fuse",0,1)
log_game("[key_name(user)] planted [src.name] on [target.name] at ([target.x],[target.y],[target.z]) with [det_time] second fuse")
target.add_overlay(image_overlay, 1)
if(!nadeassembly)
user << "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>"
addtimer(src, "prime", det_time*10)
/obj/item/weapon/grenade/plastic/suicide_act(mob/user)
message_admins("[key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) suicided with [src.name] at ([user.x],[user.y],[user.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",0,1)
message_admins("[key_name(user)] suicided with [src.name] at ([user.x],[user.y],[user.z])")
user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above \his head! It looks like \he's going out with a bang!</span>")
var/message_say = "FOR NO RAISIN!"
if(user.mind)
if(user.mind.special_role)
var/role = lowertext(user.mind.special_role)
if(role == "traitor" || role == "syndicate")
message_say = "FOR THE SYNDICATE!"
else if(role == "changeling")
message_say = "FOR THE HIVE!"
else if(role == "cultist")
message_say = "FOR NAR-SIE!"
else if(role == "revolutionary" || role == "head revolutionary")
message_say = "VIVA LA REVOLUTION!"
else if(user.mind.gang_datum)
message_say = "[uppertext(user.mind.gang_datum.name)] RULES!"
user.say(message_say)
target = user
sleep(10)
prime()
user.gib(no_brain = 1)
/obj/item/weapon/grenade/plastic/update_icon()
if(nadeassembly)
icon_state = "[item_state]1"
else
icon_state = "[item_state]0"
//////////////////////////
///// The Explosives /////
//////////////////////////
/obj/item/weapon/grenade/plastic/c4
name = "C4"
desc = "Used to put holes in specific areas without too much extra hole. A saboteurs favourite."
/obj/item/weapon/grenade/plastic/c4/prime()
var/turf/location
if(target)
if(!qdeleted(target))
location = get_turf(target)
target.overlays -= image_overlay
target.priority_overlays -= image_overlay
else
location = get_turf(src)
if(location)
location.ex_act(2, target)
explosion(location,0,0,3)
if(istype(target, /mob))
var/mob/M = target
M.gib()
qdel(src)
// X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
// C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
// Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases.
/obj/item/weapon/grenade/plastic/x4
name = "X4"
desc = "A specialized shaped high explosive breaching charge. Designed to be safer for the user, and less so, for the wall."
var/aim_dir = NORTH
icon_state = "plasticx40"
item_state = "plasticx4"
/obj/item/weapon/grenade/plastic/x4/prime()
var/turf/location
if(target)
if(!qdeleted(target))
location = get_turf(target)
target.overlays -= image_overlay
target.priority_overlays -= image_overlay
else
location = get_turf(src)
if(location)
if(istype(loc, /obj/item/weapon/twohanded/spear))
explosion(location, 0, 2, 3)
else if(target.density)
var/turf/T = get_step(location, aim_dir)
explosion(get_step(T, aim_dir),0,0,3)
explosion(T,0,2,0)
location.ex_act(2, target)
else
explosion(location, 0, 2, 3)
location.ex_act(2, target)
if(istype(target, /mob))
var/mob/M = target
M.gib()
qdel(src)
/obj/item/weapon/grenade/plastic/x4/afterattack(atom/movable/AM, mob/user, flag)
aim_dir = get_dir(user,AM)
..()
@@ -0,0 +1,32 @@
/obj/item/weapon/grenade/smokebomb
name = "smoke grenade"
desc = "The word 'Dank' is scribbled on it in crayon."
icon = 'icons/obj/grenade.dmi'
icon_state = "smokewhite"
det_time = 20
item_state = "flashbang"
slot_flags = SLOT_BELT
var/datum/effect_system/smoke_spread/bad/smoke
/obj/item/weapon/grenade/smokebomb/New()
..()
src.smoke = new /datum/effect_system/smoke_spread/bad
src.smoke.attach(src)
/obj/item/weapon/grenade/smokebomb/Destroy()
qdel(smoke)
return ..()
/obj/item/weapon/grenade/smokebomb/prime()
update_mob()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
smoke.set_up(4, usr.loc)
smoke.start()
for(var/obj/effect/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.health -= damage
B.update_icon()
sleep(80)
qdel(src)
@@ -0,0 +1,45 @@
/obj/item/weapon/grenade/spawnergrenade
desc = "It will unleash unleash an unspecified anomaly into the vicinity."
name = "delivery grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "delivery"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4"
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
update_mob()
if(spawner_type && deliveryamt)
// Make a quick flash
var/turf/T = get_turf(src)
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/carbon/C in viewers(T, null))
C.flash_eyes()
for(var/i=1, i<=deliveryamt, i++)
var/atom/movable/x = new spawner_type
x.loc = T
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(x, pick(NORTH,SOUTH,EAST,WEST))
// Spawn some hostile syndicate critters
qdel(src)
/obj/item/weapon/grenade/spawnergrenade/manhacks
name = "viscerator delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/viscerator
deliveryamt = 5
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/weapon/grenade/spawnergrenade/spesscarp
name = "carp delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/carp
deliveryamt = 5
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/weapon/grenade/spawnergrenade/syndiesoap
name = "Mister Scrubby"
spawner_type = /obj/item/weapon/soap/syndie
@@ -0,0 +1,52 @@
/obj/item/weapon/grenade/syndieminibomb
desc = "A syndicate manufactured explosive used to sow destruction and chaos"
name = "syndicate minibomb"
icon = 'icons/obj/grenade.dmi'
icon_state = "syndicate"
item_state = "flashbang"
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/weapon/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devestate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
origin_tech = "materials=3;magnets=4;syndicate=2"
/obj/item/weapon/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/weapon/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/weapon/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also likely wet any nearby floors."
name = "gluon frag grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
item_state = "flashbang"
var/freeze_range = 4
var/rad_damage = 35
var/stamina_damage = 30
/obj/item/weapon/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/EMPulse.ogg', 50, 1)
radiation_pulse(loc,freeze_range,freeze_range+1,rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(istype(T,/turf/open/floor))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(F, "MakeDry", rand(3000, 3100), 0, TURF_WET_PERMAFROST)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)