part 2
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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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