/obj/item/grenade/flashbang name = "flashbang" icon_state = "flashbang" item_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/flashbang_range = 7 //how many tiles away the mob will be stunned. /obj/item/grenade/flashbang/prime() update_mob() var/flashbang_turf = get_turf(src) if(!flashbang_turf) return do_sparks(rand(5, 9), FALSE, src) playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9) new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2) for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf)) bang(get_turf(M), M) qdel(src) /obj/item/grenade/flashbang/proc/bang(turf/T , mob/living/M) if(M.stat == DEAD) //They're dead! return M.show_message("BANG", 2) var/distance = max(0,get_dist(get_turf(src),T)) //Flash if(M.flash_act(affect_silicon = 1)) M.Knockdown(max(200/max(1,distance), 60)) //Bang if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this. M.Knockdown(200) M.soundbang_act(1, 200, 10, 15) else M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))