/obj/machinery/nuclearbomb/syndicate/bananium name = "bananium fission explosive" desc = "You probably shouldn't stick around to see if this is armed." icon = 'icons/obj/machines/nuke.dmi' icon_state = "bananiumbomb_base" /obj/machinery/nuclearbomb/syndicate/bananium/update_icon() if(deconstruction_state == NUKESTATE_INTACT) switch(get_nuke_state()) if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED) icon_state = "bananiumbomb_base" update_icon_interior() update_icon_lights() if(NUKE_ON_TIMING) cut_overlays() icon_state = "bananiumbomb_timing" if(NUKE_ON_EXPLODING) cut_overlays() icon_state = "bananiumbomb_exploding" else icon_state = "bananiumbomb_base" update_icon_interior() update_icon_lights() /obj/machinery/nuclearbomb/syndicate/bananium/get_cinematic_type(off_station) switch(off_station) if(0) return CINEMATIC_NUKE_CLOWNOP if(1) return CINEMATIC_NUKE_MISS if(2) return CINEMATIC_NUKE_FAKE //it is farther away, so just a bikehorn instead of an airhorn return CINEMATIC_NUKE_FAKE /obj/machinery/nuclearbomb/syndicate/bananium/really_actually_explode(off_station) Cinematic(get_cinematic_type(off_station), world) for(var/mob/living/carbon/human/H in GLOB.carbon_list) var/turf/T = get_turf(H) if(!T || T.z != z) continue H.Stun(10) var/obj/item/clothing/C if(!H.w_uniform || H.dropItemToGround(H.w_uniform)) C = new /obj/item/clothing/under/rank/clown(H) ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT) H.equip_to_slot_or_del(C, SLOT_W_UNIFORM) if(!H.shoes || H.dropItemToGround(H.shoes)) C = new /obj/item/clothing/shoes/clown_shoes(H) ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT) H.equip_to_slot_or_del(C, SLOT_SHOES) if(!H.wear_mask || H.dropItemToGround(H.wear_mask)) C = new /obj/item/clothing/mask/gas/clown_hat(H) ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT) H.equip_to_slot_or_del(C, SLOT_WEAR_MASK) H.dna.add_mutation(CLOWNMUT) H.dna.add_mutation(SMILE) H.gain_trauma(/datum/brain_trauma/mild/phobia, TRAUMA_RESILIENCE_LOBOTOMY, "clowns") //MWA HA HA