Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
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/obj/item/grenade/flashbang
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name = "flashbang"
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icon_state = "flashbang"
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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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origin_tech = "materials=2;combat=3"
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/obj/item/grenade/flashbang/prime()
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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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for(var/mob/living/M in get_hearers_in_view(7, flashbang_turf))
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bang(get_turf(M), M)
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for(var/obj/structure/blob/B in get_hear(8,flashbang_turf)) //Blob damage here
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var/distance = get_dist(B, get_turf(src))
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var/damage = round(100/(distance*distance)+1)
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B.take_damage(damage, BURN, "energy")
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qdel(src)
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/obj/item/grenade/flashbang/proc/bang(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'>BANG</span>", 2)
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playsound(loc, 'sound/weapons/flashbang.ogg', 100, 1)
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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.Knockdown(max(200/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.Knockdown(200)
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M.soundbang_act(1, 200, 10, 15)
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else
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M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
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