//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(mapload) . = ..() 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(!botch_check(user)) to_chat(user, "You light the [name]!") cut_overlay("improvised_grenade_filled") preprime(user, null, FALSE) /obj/item/grenade/iedcasing/prime(mob/living/lanced_by) //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) . = ..() . += "You can't tell when it will explode!"