Merge branch 'master' into upstream-merge-30862

This commit is contained in:
kevinz000
2018-06-17 20:04:06 -07:00
committed by GitHub
5719 changed files with 1421766 additions and 700722 deletions
@@ -13,7 +13,7 @@
var/list/beakers = list()
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
var/affected_area = 3
var/obj/item/device/assembly_holder/nadeassembly = null
var/obj/item/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.
@@ -27,26 +27,26 @@
/obj/item/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
..()
if(user.can_see_reagents())
var/count = 0
if(beakers.len)
to_chat(user, "<span class='notice'>You scan the grenade and detect the following reagents:</span>")
for(var/obj/item/reagent_containers/glass/G in beakers)
var/textcount = thtotext(++count)
for(var/datum/reagent/R in G.reagents.reagent_list)
to_chat(user, "<span class='notice'>[R.volume] units of [R.name] in the [textcount] beaker.</span>")
if(beakers.len == 1)
to_chat(user, "<span class='notice'>You detect no second beaker in the grenade.</span>")
else
to_chat(user, "<span class='notice'>You scan the grenade, but detect nothing.</span>")
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == READY && !active)
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("[ADMIN_LOOKUPFLW(usr)] has primed a [name] for detonation at [A.name][ADMIN_JMP(bombturf)].")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
to_chat(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(CALLBACK(src, .proc/prime), det_time)
else
..()
/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
@@ -55,12 +55,12 @@
if(beakers.len)
stage_change(READY)
to_chat(user, "<span class='notice'>You lock the [initial(name)] assembly.</span>")
playsound(loc, I.usesound, 25, -3)
I.play_tool_sound(src, 25)
else
to_chat(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
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>")
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
else if(stage == EMPTY)
to_chat(user, "<span class='warning'>You need to add an activation mechanism!</span>")
@@ -78,9 +78,9 @@
else
to_chat(user, "<span class='warning'>[I] is empty!</span>")
else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
else if(stage == EMPTY && istype(I, /obj/item/assembly_holder))
. = 1 // no afterattack
var/obj/item/device/assembly_holder/A = I
var/obj/item/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.transferItemToLoc(I, src))
@@ -110,12 +110,12 @@
else if(stage == WIRED && istype(I, /obj/item/wrench))
if(beakers.len)
for(var/obj/O in beakers)
O.loc = get_turf(src)
O.forceMove(drop_location())
beakers = list()
to_chat(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.forceMove(drop_location())
nadeassembly.master = null
nadeassembly = null
else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
@@ -163,11 +163,13 @@
for(var/obj/item/reagent_containers/glass/G in beakers)
reactants += G.reagents
if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(loc, 'sound/items/screwdriver2.ogg', 50, 1)
var/turf/detonation_turf = get_turf(src)
if(!chem_splash(detonation_turf, affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(src, 'sound/items/screwdriver2.ogg', 50, 1)
if(beakers.len)
for(var/obj/O in beakers)
O.loc = get_turf(src)
O.forceMove(drop_location())
beakers = list()
stage_change(EMPTY)
return
@@ -175,14 +177,10 @@
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 [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] [ADMIN_JMP(T)]</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] [COORD(T)]")
message_admins("grenade primed by an assembly, attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [ADMIN_VERBOSEJMP(detonation_turf)]</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 [AREACOORD(detonation_turf)]")
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] [COORD(DT)]")
log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
update_mob()
@@ -195,7 +193,6 @@
icon_state = "large_grenade"
allowed_containers = list(/obj/item/reagent_containers/glass, /obj/item/reagent_containers/food/condiment,
/obj/item/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.
@@ -245,7 +242,6 @@
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.
@@ -253,11 +249,10 @@
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/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/multitool))
if(istype(I, /obj/item/multitool))
switch(unit_spread)
if(0 to 24)
unit_spread += 5
@@ -287,18 +282,15 @@
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)
var/turf/DT = get_turf(src)
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])")
message_admins("grenade primed by an assembly at [AREACOORD(DT)], attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name])</a>.")
log_game("grenade primed by an assembly at [AREACOORD(DT)], attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name])")
else
addtimer(CALLBACK(src, .proc/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])")
log_game("A grenade detonated at [AREACOORD(DT)]")
@@ -529,7 +521,7 @@
/obj/item/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"
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/grenade/chem_grenade/bioterrorfoam/Initialize()
@@ -565,3 +557,24 @@
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/holy
name = "holy hand grenade"
desc = "A vessel of concentrated religious might."
icon_state = "holy_grenade"
stage = READY
/obj/item/grenade/chem_grenade/holy/Initialize()
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("potassium", 100)
B2.reagents.add_reagent("holywater", 100)
beakers += B1
beakers += B2
#undef READY
#undef WIRED
#undef EMPTY
@@ -6,28 +6,31 @@
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/base_state = "clusterbang"
var/payload = /obj/item/grenade/flashbang/cluster
var/payload_spawner = /obj/effect/payload_spawner
var/prime_sound = 'sound/weapons/armbomb.ogg'
var/min_spawned = 4
var/max_spawned = 8
var/segment_chance = 35
/obj/item/grenade/clusterbuster/prime()
update_mob()
var/numspawned = rand(4,8)
var/numspawned = rand(min_spawned,max_spawned)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
if(prob(segment_chance))
again++
numspawned--
for(var/loop = again ,loop > 0, loop--)
new /obj/item/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)
for(var/loop in 1 to again)
new /obj/item/grenade/clusterbuster/segment(drop_location(), src)//Creates 'segments' that launches a few more payloads
new payload_spawner(drop_location(), payload, numspawned)//Launches payload
playsound(src, prime_sound, 75, 1, -3)
qdel(src)
//////////////////////
//Clusterbang segment
//////////////////////
@@ -36,38 +39,77 @@
name = "clusterbang segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
base_state = "clusterbang_segment"
/obj/item/grenade/clusterbuster/segment/New(var/loc, var/payload_type = /obj/item/grenade/flashbang/cluster)
..()
icon_state = "clusterbang_segment_active"
payload = payload_type
active = 1
walk_away(src,loc,rand(1,4))
/obj/item/grenade/clusterbuster/segment/Initialize(mapload, obj/item/grenade/clusterbuster/base)
. = ..()
if(base)
name = "[base.name] segment"
base_state = "[base.base_state]_segment"
icon_state = base_state
payload_spawner = base.payload_spawner
payload = base.payload
prime_sound = base.prime_sound
min_spawned = base.min_spawned
max_spawned = base.max_spawned
icon_state = "[base_state]_active"
active = TRUE
var/steps = rand(1,4)
for(var/i in 1 to steps)
step_away(src,loc)
addtimer(CALLBACK(src, .proc/prime), rand(15,60))
/obj/item/grenade/clusterbuster/segment/prime()
new /obj/effect/payload_spawner(loc, payload, rand(4,8))
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
new payload_spawner(drop_location(), payload, rand(min_spawned,max_spawned))
playsound(src, prime_sound, 75, 1, -3)
qdel(src)
//////////////////////////////////
//The payload spawner effect
/////////////////////////////////
/obj/effect/payload_spawner/New(var/turf/newloc,var/type, var/numspawned as num)
/obj/effect/payload_spawner/Initialize(mapload, type, numspawned)
..()
spawn_payload(type, numspawned)
return INITIALIZE_HINT_QDEL
for(var/loop = numspawned ,loop > 0, loop--)
/obj/effect/payload_spawner/proc/spawn_payload(type, numspawned)
for(var/loop in 1 to numspawned)
var/obj/item/grenade/P = new type(loc)
P.active = 1
walk_away(P,loc,rand(1,4))
if(istype(P))
P.active = TRUE
addtimer(CALLBACK(P, /obj/item/grenade/proc/prime), rand(15,60))
var/steps = rand(1,4)
for(var/i in 1 to steps)
step_away(src,loc)
spawn(rand(15,60))
if(P && !QDELETED(P))
P.prime()
qdel(src)
/obj/effect/payload_spawner/random_slime
var/volatile = FALSE
/obj/effect/payload_spawner/random_slime/volatile
volatile = TRUE
/obj/item/slime_extract/proc/activate_slime()
var/list/slime_chems = src.activate_reagents
if(!QDELETED(src))
var/chem = pick(slime_chems)
var/amount = 5
if(chem == "lesser plasma") //In the rare case we get another rainbow.
chem = "plasma"
amount = 4
if(chem == "holy water and uranium")
chem = "uranium"
reagents.add_reagent("holywater")
reagents.add_reagent(chem,amount)
/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
for(var/loop = numspawned ,loop > 0, loop--)
var/chosen = pick(subtypesof(/obj/item/slime_extract))
var/obj/item/slime_extract/P = new chosen(loc)
if(volatile)
addtimer(CALLBACK(P, /obj/item/slime_extract/proc/activate_slime), rand(15,60))
var/steps = rand(1,4)
for(var/i in 1 to steps)
step_away(src,loc)
//////////////////////////////////
//Custom payload clusterbusters
@@ -127,9 +169,22 @@
name = "WELCOME TO HELL"
payload = /obj/item/grenade/chem_grenade/clf3
//random clusterbuster spawner
/obj/item/grenade/clusterbuster/random
icon_state = "random_clusterbang"
/obj/item/grenade/clusterbuster/random/New()
var/real_type = pick(subtypesof(/obj/item/grenade/clusterbuster))
new real_type(loc)
qdel(src)
//rainbow slime effect
/obj/item/grenade/clusterbuster/slime
name = "Blorble Blorble"
icon_state = "slimebang"
base_state = "slimebang"
payload_spawner = /obj/effect/payload_spawner/random_slime
prime_sound = 'sound/effects/bubbles.ogg'
/obj/item/grenade/clusterbuster/slime/volatile
payload_spawner = /obj/effect/payload_spawner/random_slime/volatile
@@ -3,7 +3,6 @@
desc = "It is designed to wreak havoc on electronic systems."
icon_state = "emp"
item_state = "emp"
origin_tech = "magnets=3;combat=2"
/obj/item/grenade/empgrenade/prime()
update_mob()
@@ -4,7 +4,6 @@
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
origin_tech = "materials=2;combat=3"
/obj/item/grenade/flashbang/prime()
update_mob()
+59 -59
View File
@@ -1,60 +1,60 @@
//improvised explosives//
/obj/item/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/list/times
/obj/item/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("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/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
cut_overlay("improvised_grenade_filled")
//improvised explosives//
/obj/item/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/list/times
/obj/item/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("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/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
cut_overlay("improvised_grenade_filled")
preprime(user, null, FALSE)
/obj/item/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/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
/obj/item/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/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")
+109 -98
View File
@@ -1,108 +1,119 @@
/obj/item/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
/obj/item/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
/obj/item/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
var/clumsy_check = GRENADE_CLUMSY_FUMBLE
/obj/item/grenade/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
preprime(user, det_time)
user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
sleep(det_time)//so you dont die instantly
return BRUTELOSS
/obj/item/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
var/clumsy = user.has_trait(TRAIT_CLUMSY)
if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
if(prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
preprime(user, 5, FALSE)
return FALSE
else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
preprime(user, 5, FALSE)
return FALSE
return TRUE
/obj/item/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] second\s.")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
/obj/item/grenade/examine(mob/user)
..()
if(display_timer)
if(det_time > 1)
to_chat(user, "The timer is set to [DisplayTimeText(det_time)].")
else
to_chat(user, "\The [src] is set for instant detonation.")
/obj/item/grenade/attack_self(mob/user)
if(!active)
if(clown_check(user))
preprime(user)
/obj/item/grenade/proc/log_grenade(mob/user, turf/T)
var/area/A = get_area(T)
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed \a [src] for detonation at [ADMIN_COORDJMP(T)]"
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed \a [src] for detonation at [ADMIN_VERBOSEJMP(T)]"
GLOB.bombers += message
message_admins(message)
log_game("[key_name(user)] has primed \a [src] for detonation at [A.name] [COORD(T)].")
log_game("[key_name(user)] has primed \a [src] for detonation at [AREACOORD(T)].")
/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE)
/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
var/turf/T = get_turf(src)
log_grenade(user, T)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
if(msg)
to_chat(user, "<span class='warning'>You prime \the [src]! [det_time/10] seconds!</span>")
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
log_grenade(user, T) //Inbuilt admin procs already handle null users
if(user)
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
if(msg)
to_chat(user, "<span class='warning'>You prime [src]! [DisplayTimeText(det_time)]!</span>")
playsound(src, 'sound/weapons/armbomb.ogg', volume, 1)
active = TRUE
icon_state = initial(icon_state) + "_active"
addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/proc/prime()
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/grenade/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/grenade/attack_hand()
walk(src, null, null)
..()
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
/obj/item/grenade/proc/prime()
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/grenade/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
switch(det_time)
if ("1")
det_time = 10
to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
if ("10")
det_time = 30
to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
if ("30")
det_time = 50
to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
if ("50")
det_time = 1
to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
add_fingerprint(user)
else
return ..()
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
prime()
return TRUE //It hit the grenade, not them
+66 -72
View File
@@ -2,22 +2,30 @@
name = "plastic explosive"
desc = "Used to put holes in specific areas without too much extra hole."
icon_state = "plastic-explosive0"
item_state = "plasticx"
item_state = "plastic-explosive"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
flags_1 = NOBLUDGEON_1
flags_2 = NO_EMP_WIRES_2
det_time = 10
display_timer = 0
w_class = WEIGHT_CLASS_SMALL
var/atom/target = null
var/mutable_appearance/plastic_overlay
var/obj/item/device/assembly_holder/nadeassembly = null
var/obj/item/assembly_holder/nadeassembly = null
var/assemblyattacher
var/directional = FALSE
var/aim_dir = NORTH
var/boom_sizes = list(0, 0, 3)
var/can_attach_mob = FALSE
var/full_damage_on_mobs = FALSE
/obj/item/grenade/plastic/New()
plastic_overlay = mutable_appearance(icon, "[item_state]2")
..()
/obj/item/grenade/plastic/Initialize()
. = ..()
plastic_overlay = mutable_appearance(icon, "[item_state]2", HIGH_OBJ_LAYER)
/obj/item/grenade/plastic/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_WIRES)
/obj/item/grenade/plastic/Destroy()
qdel(nadeassembly)
@@ -26,8 +34,8 @@
..()
/obj/item/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(!nadeassembly && istype(I, /obj/item/assembly_holder))
var/obj/item/assembly_holder/A = I
if(!user.transferItemToLoc(I, src))
return ..()
nadeassembly = A
@@ -38,7 +46,7 @@
update_icon()
return
if(nadeassembly && istype(I, /obj/item/wirecutters))
playsound(src, I.usesound, 20, 1)
I.play_tool_sound(src, 20)
nadeassembly.forceMove(get_turf(src))
nadeassembly.master = null
nadeassembly = null
@@ -52,6 +60,8 @@
if(!QDELETED(target))
location = get_turf(target)
target.cut_overlay(plastic_overlay, TRUE)
if(!ismob(target) || full_damage_on_mobs)
target.ex_act(2, target)
else
location = get_turf(src)
if(location)
@@ -60,7 +70,6 @@
explosion(get_step(T, aim_dir), boom_sizes[1], boom_sizes[2], boom_sizes[3])
else
explosion(location, boom_sizes[1], boom_sizes[2], boom_sizes[3])
location.ex_act(2, target)
if(ismob(target))
var/mob/M = target
M.gib()
@@ -84,7 +93,7 @@
return
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
if(user.get_active_held_item() == src)
newtime = Clamp(newtime, 10, 60000)
newtime = CLAMP(newtime, 10, 60000)
det_time = newtime
to_chat(user, "Timer set for [det_time] seconds.")
@@ -92,50 +101,57 @@
aim_dir = get_dir(user,AM)
if(!flag)
return
if(ismob(AM))
if(ismob(AM) && !can_attach_mob)
return
to_chat(user, "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>")
to_chat(user, "<span class='notice'>You start planting [src]. The timer is set to [det_time]...</span>")
if(do_after(user, 30, target = AM))
if(!user.temporarilyRemoveItemFromInventory(src))
return
src.target = AM
forceMove(null) //Yep
target = AM
message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_VERBOSEJMP(target)] with [det_time] second fuse")
log_game("[key_name(user)] planted [name] on [target.name] at [AREACOORD(user)] with [det_time] second fuse")
moveToNullspace() //Yep
if(istype(AM, /obj/item)) //your crappy throwing star can't fly so good with a giant brick of c4 on it.
var/obj/item/I = AM
I.throw_speed = max(1, (I.throw_speed - 3))
I.throw_range = max(1, (I.throw_range - 3))
I.embed_chance = 0
I.embedding = I.embedding.setRating(embed_chance = 0)
message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [det_time] second fuse",0,1)
log_game("[key_name(user)] planted [name] on [target.name] at [COORD(src)] with [det_time] second fuse")
target.add_overlay(plastic_overlay, 1)
target.add_overlay(plastic_overlay, TRUE)
if(!nadeassembly)
to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>")
addtimer(CALLBACK(src, .proc/prime), det_time*10)
else
qdel(src) //How?
/obj/item/grenade/plastic/suicide_act(mob/user)
message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [src] at [ADMIN_COORDJMP(user)]",0,1)
log_game("[key_name(user)] suicided with [src] at [COORD(user)]")
user.visible_message("<span class='suicide'>[user] activates the [src] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
/obj/item/grenade/plastic/proc/shout_syndicate_crap(mob/M)
if(!M)
return
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!"
user.say(message_say)
if(M.mind)
var/datum/mind/UM = M
if(UM.has_antag_datum(/datum/antagonist/nukeop) || UM.has_antag_datum(/datum/antagonist/traitor))
message_say = "FOR THE SYNDICATE!"
else if(UM.has_antag_datum(/datum/antagonist/changeling))
message_say = "FOR THE HIVE!"
else if(UM.has_antag_datum(/datum/antagonist/cult))
message_say = "FOR NAR-SIE!"
else if(UM.has_antag_datum(/datum/antagonist/clockcult))
message_say = "FOR RATVAR!"
else if(UM.has_antag_datum(/datum/antagonist/rev))
message_say = "VIVA LA REVOLUTION!"
M.say(message_say)
/obj/item/grenade/plastic/suicide_act(mob/user)
message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [src] at [ADMIN_VERBOSEJMP(user)]")
log_game("[key_name(user)] suicided with [src] at [AREACOORD(user)]")
user.visible_message("<span class='suicide'>[user] activates [src] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
shout_syndicate_crap(user)
explosion(user,0,2,0) //Cheap explosion imitation because putting prime() here causes runtimes
user.gib(1, 1)
qdel(src)
@@ -154,21 +170,13 @@
name = "C4"
desc = "Used to put holes in specific areas without too much extra hole. A saboteur's favorite."
gender = PLURAL
icon = 'icons/obj/grenade.dmi'
icon_state = "plastic-explosive0"
item_state = "plasticx"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
flags_1 = NOBLUDGEON_1
w_class = WEIGHT_CLASS_SMALL
origin_tech = "syndicate=1"
var/timer = 10
var/open_panel = 0
can_attach_mob = TRUE
/obj/item/grenade/plastic/c4/New()
wires = new /datum/wires/explosive/c4(src)
..()
plastic_overlay = mutable_appearance(icon, "plastic-explosive2")
/obj/item/grenade/plastic/c4/Destroy()
qdel(wires)
@@ -178,22 +186,10 @@
/obj/item/grenade/plastic/c4/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] 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!"
user.say(message_say)
shout_syndicate_crap(user)
target = user
message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_COORDJMP(src)]",0,1)
message_admins("[key_name(user)] suicided with [name] at ([x],[y],[z])")
message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_VERBOSEJMP(src)]")
log_game("[key_name(user)] suicided with [name] at [AREACOORD(user)]")
sleep(10)
explode(get_turf(user))
user.gib(1, 1)
@@ -210,23 +206,19 @@
/obj/item/grenade/plastic/c4/attack_self(mob/user)
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
if(user.get_active_held_item() == src)
newtime = Clamp(newtime, 10, 60000)
newtime = CLAMP(newtime, 10, 60000)
timer = newtime
to_chat(user, "Timer set for [timer] seconds.")
/obj/item/grenade/plastic/c4/afterattack(atom/movable/AM, mob/user, flag)
if (!flag)
return
if (ismob(AM))
if(ismob(AM) && !can_attach_mob)
return
if(loc == AM)
return
if((istype(AM, /obj/item/storage/)) && !((istype(AM, /obj/item/storage/secure)) || (istype(AM, /obj/item/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside.
if(AM.SendSignal(COMSIG_CONTAINS_STORAGE) && !AM.SendSignal(COMSIG_IS_STORAGE_LOCKED))
return
if((istype(AM, /obj/item/storage/secure)) || (istype(AM, /obj/item/storage/lockbox)))
var/obj/item/storage/secure/S = AM
if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
return
to_chat(user, "<span class='notice'>You start planting the bomb...</span>")
@@ -234,14 +226,14 @@
if(!user.temporarilyRemoveItemFromInventory(src))
return
src.target = AM
forceMove(null)
moveToNullspace()
var/message = "[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [timer] second fuse"
var/message = "[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_VERBOSEJMP(target)] with [timer] second fuse"
GLOB.bombers += message
message_admins(message,0,1)
log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse")
log_game("[key_name(user)] planted [name] on [target.name] at [AREACOORD(target)] with [timer] second fuse")
target.add_overlay(plastic_overlay, 1)
target.add_overlay(plastic_overlay, TRUE)
to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>")
addtimer(CALLBACK(src, .proc/explode), timer * 10)
@@ -253,10 +245,11 @@
if(!QDELETED(target))
location = get_turf(target)
target.cut_overlay(plastic_overlay, TRUE)
if(!ismob(target) || full_damage_on_mobs)
target.ex_act(2, target)
else
location = get_turf(src)
if(location)
location.ex_act(2, target)
explosion(location,0,0,3)
qdel(src)
@@ -272,5 +265,6 @@
desc = "A shaped high-explosive breaching charge. Designed to ensure user safety and wall nonsafety."
icon_state = "plasticx40"
item_state = "plasticx4"
gender = PLURAL
directional = TRUE
boom_sizes = list(0, 2, 5)
+31 -31
View File
@@ -1,31 +1,31 @@
/obj/item/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/grenade/smokebomb/New()
..()
src.smoke = new /datum/effect_system/smoke_spread/bad
src.smoke.attach(src)
/obj/item/grenade/smokebomb/Destroy()
qdel(smoke)
return ..()
/obj/item/grenade/smokebomb/prime()
update_mob()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
smoke.set_up(4, src)
smoke.start()
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.take_damage(damage, BURN, "melee", 0)
sleep(80)
qdel(src)
/obj/item/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 = ITEM_SLOT_BELT
var/datum/effect_system/smoke_spread/bad/smoke
/obj/item/grenade/smokebomb/New()
..()
src.smoke = new /datum/effect_system/smoke_spread/bad
src.smoke.attach(src)
/obj/item/grenade/smokebomb/Destroy()
qdel(smoke)
return ..()
/obj/item/grenade/smokebomb/prime()
update_mob()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
smoke.set_up(4, src)
smoke.start()
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.take_damage(damage, BURN, "melee", 0)
sleep(80)
qdel(src)
@@ -4,7 +4,6 @@
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
@@ -18,7 +17,7 @@
C.flash_act()
// Spawn some hostile syndicate critters and spread them out
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=((flags_1 & ADMIN_SPAWNED_1) ? TRUE : FALSE))
qdel(src)
@@ -26,13 +25,11 @@
name = "viscerator delivery grenade"
spawner_type = /mob/living/simple_animal/hostile/viscerator
deliveryamt = 10
origin_tech = "materials=3;magnets=4;syndicate=3"
/obj/item/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/grenade/spawnergrenade/syndiesoap
name = "Mister Scrubby"
@@ -1,53 +1,50 @@
/obj/item/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/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/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/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/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/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(isfloorturf(T))
var/turf/open/floor/F = T
F.wet = TURF_WET_PERMAFROST
addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.bodytemperature -= 230
qdel(src)
/obj/item/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"
/obj/item/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
qdel(src)
/obj/item/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"
/obj/item/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc,0,2,3,flame_range = 3)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
/obj/item/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 = 350
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(src, rad_damage)
for(var/turf/T in view(freeze_range,loc))
if(isfloorturf(T))
var/turf/open/floor/F = T
F.MakeSlippery(TURF_WET_PERMAFROST, 6 MINUTES)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.adjust_bodytemperature(-230)
qdel(src)