/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("[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!") 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, "Huh? How does this thing work?") preprime(user, 5, FALSE) return FALSE else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE)) to_chat(user, "You pull the pin on [src]. Attached to it is a pink ribbon that says, \"HONK\"") 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 [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/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 [AREACOORD(T)].") /obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60) var/turf/T = get_turf(src) 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, "You prime [src]! [DisplayTimeText(det_time)]!") 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() var/turf/T = get_turf(src) log_game("Grenade detonation at [AREACOORD(T)], location [loc]") /obj/item/grenade/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.dropItemToGround(src) else if(isitem(loc)) var/obj/item/I = loc I.grenade_prime_react(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, "You set the [name] for 1 second detonation time.") if ("10") det_time = 30 to_chat(user, "You set the [name] for 3 second detonation time.") if ("30") det_time = 50 to_chat(user, "You set the [name] for 5 second detonation time.") if ("50") det_time = 1 to_chat(user, "You set the [name] for instant detonation.") 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("[attack_text] hits [owner]'s [src], setting it off! What a shot!") prime() return TRUE //It hit the grenade, not them