part 2
This commit is contained in:
@@ -8,10 +8,11 @@
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var/duration = 300
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/obj/item/grenade/antigravity/prime()
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. = ..()
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update_mob()
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for(var/turf/T in view(range,src))
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T.AddElement(/datum/element/forced_gravity, forced_value)
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addtimer(CALLBACK(T, /datum/.proc/_RemoveElement, list(forced_value)), duration)
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qdel(src)
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resolve()
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@@ -178,6 +178,7 @@
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if(stage != READY)
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return FALSE
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. = ..()
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var/list/datum/reagents/reactants = list()
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for(var/obj/item/reagent_containers/glass/G in beakers)
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reactants += G.reagents
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@@ -15,6 +15,7 @@
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var/segment_chance = 35
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/obj/item/grenade/clusterbuster/prime()
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. = ..()
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update_mob()
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var/numspawned = rand(min_spawned,max_spawned)
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var/again = 0
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@@ -29,7 +30,7 @@
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new payload_spawner(drop_location(), payload, numspawned)//Launches payload
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playsound(src, prime_sound, 75, 1, -3)
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qdel(src)
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resolve()
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//////////////////////
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//Clusterbang segment
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@@ -62,7 +63,7 @@
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/obj/item/grenade/clusterbuster/segment/prime()
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new payload_spawner(drop_location(), payload, rand(min_spawned,max_spawned))
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playsound(src, prime_sound, 75, 1, -3)
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qdel(src)
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resolve()
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//////////////////////////////////
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//The payload spawner effect
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@@ -5,6 +5,7 @@
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item_state = "emp"
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/obj/item/grenade/empgrenade/prime()
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. = ..()
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update_mob()
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empulse(src, 4, 10)
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qdel(src)
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resolve()
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@@ -7,6 +7,7 @@
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var/flashbang_range = 7 //how many tiles away the mob will be stunned.
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/obj/item/grenade/flashbang/prime()
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. = ..()
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update_mob()
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var/flashbang_turf = get_turf(src)
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if(!flashbang_turf)
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@@ -15,7 +16,7 @@
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playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
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new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2)
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flashbang_mobs(flashbang_turf, flashbang_range)
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qdel(src)
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resolve()
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/obj/item/grenade/flashbang/proc/flashbang_mobs(turf/source, range)
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var/list/banged = get_hearers_in_view(range, source)
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@@ -42,3 +43,194 @@
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var/distance = get_dist(get_turf(M), source)
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if(M.flash_act(affect_silicon = 1))
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M.DefaultCombatKnockdown(max(200/max(1,distance), 60))
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/obj/item/grenade/stingbang
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name = "stingbang"
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icon_state = "timeg"
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item_state = "flashbang"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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var/flashbang_range = 1 //how many tiles away the mob will be stunned.
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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shrapnel_radius = 5
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custom_premium_price = 700 // mostly gotten through cargo, but throw in one for the sec vendor ;)
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/obj/item/grenade/stingbang/mega
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name = "mega stingbang"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/mega
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shrapnel_radius = 12
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/obj/item/grenade/stingbang/prime()
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if(iscarbon(loc))
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var/mob/living/carbon/C = loc
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var/obj/item/bodypart/B = C.get_holding_bodypart_of_item(src)
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if(B)
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C.visible_message("<b><span class='danger'>[src] goes off in [C]'s hand, blowing [C.p_their()] [B.name] to bloody shreds!</span></b>", "<span class='userdanger'>[src] goes off in your hand, blowing your [B.name] to bloody shreds!</span>")
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B.dismember()
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. = ..()
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update_mob()
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var/flashbang_turf = get_turf(src)
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if(!flashbang_turf)
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return
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do_sparks(rand(5, 9), FALSE, src)
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playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 50, TRUE, 8, 0.9)
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new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 2, 1)
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for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
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pop(get_turf(M), M)
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resolve()
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/obj/item/grenade/stingbang/proc/pop(turf/T , mob/living/M)
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if(M.stat == DEAD) //They're dead!
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return
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M.show_message("<span class='warning'>POP</span>", MSG_AUDIBLE)
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var/distance = max(0,get_dist(get_turf(src),T))
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//Flash
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if(M.flash_act(affect_silicon = 1))
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M.Paralyze(max(10/max(1,distance), 5))
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M.Knockdown(max(100/max(1,distance), 60))
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//Bang
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if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
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M.Paralyze(20)
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M.Knockdown(200)
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M.soundbang_act(1, 200, 10, 15)
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if(M.apply_damages(10, 10))
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to_chat(M, "<span class='userdanger'>The blast from \the [src] bruises and burns you!</span>")
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// only checking if they're on top of the tile, cause being one tile over will be its own punishment
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// Grenade that releases more shrapnel the more times you use it in hand between priming and detonation (sorta like the 9bang from MW3), for admin goofs
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/obj/item/grenade/primer
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name = "rotfrag grenade"
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desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases shrapnel shards."
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icon_state = "timeg"
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item_state = "flashbang"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude
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shrapnel_type = /obj/projectile/bullet/shrapnel
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var/rots = 1 /// how many times we've "rotated" the charge
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/obj/item/grenade/primer/attack_self(mob/user)
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. = ..()
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if(active)
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user.playsound_local(user, 'sound/misc/box_deploy.ogg', 50, TRUE)
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rots++
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user.changeNext_move(CLICK_CD_RAPID)
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/obj/item/grenade/primer/prime()
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shrapnel_radius = round(rots / rots_per_mag)
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. = ..()
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resolve()
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/obj/item/grenade/primer/stingbang
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name = "rotsting"
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desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases stingballs."
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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rots_per_mag = 2
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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@@ -51,9 +51,10 @@
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preprime(user, null, FALSE)
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/obj/item/grenade/iedcasing/prime() //Blowing that can up
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. = ..()
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update_mob()
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explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
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qdel(src)
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resolve()
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/obj/item/grenade/iedcasing/examine(mob/user)
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. = ..()
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@@ -18,10 +18,30 @@
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var/display_timer = 1
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var/clumsy_check = GRENADE_CLUMSY_FUMBLE
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var/sticky = FALSE
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// I moved the explosion vars and behavior to base grenades because we want all grenades to call [/obj/item/grenade/proc/prime] so we can send COMSIG_GRENADE_PRIME
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///how big of a devastation explosion radius on prime
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var/ex_dev = 0
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///how big of a heavy explosion radius on prime
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var/ex_heavy = 0
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///how big of a light explosion radius on prime
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var/ex_light = 0
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///how big of a flame explosion radius on prime
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var/ex_flame = 0
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// dealing with creating a [/datum/component/pellet_cloud] on prime
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/// if set, will spew out projectiles of this type
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var/shrapnel_type
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/// the higher this number, the more projectiles are created as shrapnel
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var/shrapnel_radius
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var/shrapnel_initialized
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/obj/item/grenade/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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if(shrapnel_type && shrapnel_radius)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
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playsound(src, 'sound/items/eatfood.ogg', 50, 1)
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
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preprime(user, det_time)
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user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
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sleep(det_time)//so you dont die instantly
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@@ -96,6 +116,14 @@
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var/turf/T = get_turf(src)
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log_game("Grenade detonation at [AREACOORD(T)], location [loc]")
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if(shrapnel_type && shrapnel_radius && !shrapnel_initialized) // add a second check for adding the component in case whatever triggered the grenade went straight to prime (badminnery for example)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
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SEND_SIGNAL(src, COMSIG_GRENADE_PRIME)
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if(ex_dev || ex_heavy || ex_light || ex_flame)
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explosion(loc, ex_dev, ex_heavy, ex_light, flame_range = ex_flame)
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/obj/item/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/M = loc
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@@ -137,3 +165,13 @@
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/obj/item/proc/grenade_prime_react(obj/item/grenade/nade)
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return
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/// Don't call qdel() directly on the grenade after it booms, call this instead so it can still resolve its pellet_cloud component if it has shrapnel, then the component will qdel it
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/obj/item/grenade/proc/resolve()
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if(shrapnel_type)
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moveToNullspace()
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else
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qdel(src)
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@@ -124,7 +124,7 @@
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I.throw_range = max(1, (I.throw_range - 3))
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if(I.embedding)
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I.embedding["embed_chance"] = 0
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I.AddElement(/datum/element/embed, I.embedding)
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I.updateEmbedding()
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target.add_overlay(plastic_overlay, TRUE)
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if(!nadeassembly)
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@@ -158,7 +158,7 @@
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shout_syndicate_crap(user)
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explosion(user,0,2,0) //Cheap explosion imitation because putting prime() here causes runtimes
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user.gib(1, 1)
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qdel(src)
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resolve()
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/obj/item/grenade/plastic/update_icon_state()
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if(nadeassembly)
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@@ -210,6 +210,7 @@
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/obj/item/grenade/plastic/c4/prime()
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if(QDELETED(src))
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return
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. = ..()
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var/turf/location
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if(target)
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if(!QDELETED(target))
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@@ -221,7 +222,7 @@
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location = get_turf(src)
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if(location)
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explosion(location,0,0,3)
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qdel(src)
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resolve()
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/obj/item/grenade/plastic/c4/attack(mob/M, mob/user, def_zone)
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return
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@@ -18,6 +18,7 @@
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return ..()
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/obj/item/grenade/smokebomb/prime()
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. = ..()
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update_mob()
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
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smoke.set_up(4, src)
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@@ -28,4 +29,4 @@
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var/damage = round(30/(get_dist(B,src)+1))
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B.take_damage(damage, BURN, "melee", 0)
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sleep(80)
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qdel(src)
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resolve()
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@@ -8,6 +8,7 @@
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var/deliveryamt = 1 // amount of type to deliver
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/obj/item/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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. = ..()
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update_mob()
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if(spawner_type && deliveryamt)
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// Make a quick flash
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@@ -19,7 +20,7 @@
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// Spawn some hostile syndicate critters and spread them out
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spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=((flags_1 & ADMIN_SPAWNED_1) ? TRUE : FALSE))
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qdel(src)
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resolve()
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/obj/item/grenade/spawnergrenade/manhacks
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name = "viscerator delivery grenade"
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@@ -4,27 +4,45 @@
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icon = 'icons/obj/grenade.dmi'
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icon_state = "syndicate"
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item_state = "flashbang"
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ex_dev = 1
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ex_heavy = 2
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ex_light = 4
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ex_flame = 2
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/obj/item/grenade/syndieminibomb/prime()
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. = ..()
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update_mob()
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explosion(src.loc,1,2,4,flame_range = 2)
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qdel(src)
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resolve()
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/obj/item/grenade/syndieminibomb/concussion
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name = "HE Grenade"
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desc = "A compact shrapnel grenade meant to devastate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
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icon_state = "concussion"
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ex_heavy = 2
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ex_light = 3
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ex_flame = 3
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/obj/item/grenade/syndieminibomb/concussion/prime()
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update_mob()
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explosion(src.loc,0,2,3,flame_range = 3)
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qdel(src)
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/obj/item/grenade/syndieminibomb/concussion/frag
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/obj/item/grenade/frag
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name = "frag grenade"
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desc = "Fire in the hole."
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desc = "An anti-personnel fragmentation grenade, this weapon excels at killing soft targets by shredding them with metal shrapnel."
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icon_state = "frag"
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shrapnel_type = /obj/projectile/bullet/shrapnel
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shrapnel_radius = 4
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ex_heavy = 1
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ex_light = 3
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ex_flame = 4
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/obj/item/grenade/frag/mega
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name = "FRAG grenade"
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desc = "An anti-everything fragmentation grenade, this weapon excels at killing anything any everything by shredding them with metal shrapnel."
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shrapnel_type = /obj/projectile/bullet/shrapnel/mega
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shrapnel_radius = 12
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/obj/item/grenade/frag/prime()
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. = ..()
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update_mob()
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resolve()
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/obj/item/grenade/gluon
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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."
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@@ -37,6 +55,7 @@
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var/stamina_damage = 30
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/obj/item/grenade/gluon/prime()
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. = ..()
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update_mob()
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playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
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radiation_pulse(src, rad_damage)
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@@ -47,4 +66,4 @@
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for(var/mob/living/carbon/L in T)
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L.adjustStaminaLoss(stamina_damage)
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L.adjust_bodytemperature(-230)
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qdel(src)
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||||
resolve()
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = attack_verb_on
|
||||
if(embedding)
|
||||
AddElement(/datum/element/embed, embedding)
|
||||
updateEmbedding()
|
||||
icon_state = icon_state_on
|
||||
w_class = w_class_on
|
||||
else
|
||||
@@ -65,7 +65,7 @@
|
||||
if(attack_verb_off.len)
|
||||
attack_verb = attack_verb_off
|
||||
if(embedding)
|
||||
RemoveElement(/datum/element/embed, embedding)
|
||||
updateEmbedding()
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
total_mass = initial(total_mass)
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
/obj/item/shrapnel // frag grenades
|
||||
name = "shrapnel shard"
|
||||
embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=4, embed_chance_turf_mod=-100)
|
||||
custom_materials = list(/datum/material/iron=50)
|
||||
armour_penetration = -20
|
||||
icon = 'icons/obj/shards.dmi'
|
||||
icon_state = "large"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
item_flags = DROPDEL
|
||||
|
||||
/obj/item/shrapnel/stingball // stingbang grenades
|
||||
name = "stingball"
|
||||
embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100)
|
||||
icon_state = "tiny"
|
||||
|
||||
/obj/item/shrapnel/bullet // bullets
|
||||
name = "bullet"
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "s-casing"
|
||||
item_flags = NONE
|
||||
|
||||
/obj/item/shrapnel/bullet/c38 // .38 round
|
||||
name = "\improper .38 bullet"
|
||||
|
||||
/obj/item/shrapnel/bullet/c38/dumdum // .38 DumDum round
|
||||
name = "\improper .38 DumDum bullet"
|
||||
embedding = list(embed_chance=70, fall_chance=7, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10, embed_chance_turf_mod=-100)
|
||||
|
||||
/obj/projectile/bullet/shrapnel
|
||||
name = "flying shrapnel shard"
|
||||
damage = 9
|
||||
range = 10
|
||||
armour_penetration = -30
|
||||
dismemberment = 5
|
||||
ricochets_max = 2
|
||||
ricochet_chance = 40
|
||||
shrapnel_type = /obj/item/shrapnel
|
||||
ricochet_incidence_leeway = 60
|
||||
hit_stunned_targets = TRUE
|
||||
|
||||
/obj/projectile/bullet/shrapnel/mega
|
||||
name = "flying shrapnel hunk"
|
||||
range = 25
|
||||
dismemberment = 10
|
||||
ricochets_max = 4
|
||||
ricochet_chance = 90
|
||||
ricochet_decay_chance = 0.9
|
||||
|
||||
/obj/projectile/bullet/pellet/stingball
|
||||
name = "stingball pellet"
|
||||
damage = 3
|
||||
stamina = 8
|
||||
ricochets_max = 4
|
||||
ricochet_chance = 66
|
||||
ricochet_decay_chance = 1
|
||||
ricochet_decay_damage = 0.9
|
||||
ricochet_auto_aim_angle = 10
|
||||
ricochet_auto_aim_range = 2
|
||||
ricochet_incidence_leeway = 0
|
||||
shrapnel_type = /obj/item/shrapnel/stingball
|
||||
|
||||
/obj/projectile/bullet/pellet/stingball/mega
|
||||
name = "megastingball pellet"
|
||||
ricochets_max = 6
|
||||
ricochet_chance = 110
|
||||
|
||||
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
|
||||
hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds
|
||||
@@ -27,7 +27,7 @@
|
||||
|
||||
if(do_after(user, 30, target=I))
|
||||
I.embedding = conferred_embed
|
||||
I.AddElement(/datum/element/embed, I.embedding)
|
||||
I.updateEmbedding()
|
||||
to_chat(user, "<span class='notice'>You finish wrapping [I] with [src].</span>")
|
||||
use(1)
|
||||
I.name = "[prefix] [I.name]"
|
||||
|
||||
@@ -512,16 +512,16 @@
|
||||
new /obj/item/grenade/smokebomb(src)
|
||||
new /obj/item/grenade/empgrenade(src)
|
||||
new /obj/item/grenade/empgrenade(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/frag(src)
|
||||
new /obj/item/grenade/gluon(src)
|
||||
new /obj/item/grenade/gluon(src)
|
||||
new /obj/item/grenade/gluon(src)
|
||||
|
||||
@@ -275,6 +275,16 @@
|
||||
for(var/i in 1 to 7)
|
||||
new /obj/item/grenade/flashbang(src)
|
||||
|
||||
obj/item/storage/box/stingbangs
|
||||
name = "box of stingbangs (WARNING)"
|
||||
desc = "<B>WARNING: These devices are extremely dangerous and can cause severe injuries or death in repeated use.</B>"
|
||||
icon_state = "secbox"
|
||||
illustration = "flashbang"
|
||||
|
||||
/obj/item/storage/box/stingbangs/PopulateContents()
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/grenade/stingbang(src)
|
||||
|
||||
/obj/item/storage/box/flashes
|
||||
name = "box of flashbulbs"
|
||||
desc = "<B>WARNING: Flashes can cause serious eye damage, protective eyewear is required.</B>"
|
||||
|
||||
@@ -297,7 +297,9 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
force = 2
|
||||
throwforce = 20 //This is never used on mobs since this has a 100% embed chance.
|
||||
throw_speed = 4
|
||||
embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0)
|
||||
embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15)
|
||||
armour_penetration = 40
|
||||
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
|
||||
|
||||
Reference in New Issue
Block a user