/obj/item/weapon/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" throw_speed = 3 throw_range = 7 flags = CONDUCT slot_flags = SLOT_BELT resistance_flags = FLAMMABLE obj_integrity = 40 max_integrity = 40 var/active = 0 var/det_time = 50 var/display_timer = 1 /obj/item/weapon/grenade/deconstruct(disassembled = TRUE) if(!disassembled) prime() if(!QDELETED(src)) qdel(src) /obj/item/weapon/grenade/proc/clown_check(mob/living/carbon/human/user) if(user.disabilities & CLUMSY && prob(50)) to_chat(user, "Huh? How does this thing work?") active = 1 icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(5) if(user) user.drop_item() prime() return 0 return 1 /obj/item/weapon/grenade/examine(mob/user) ..() if(display_timer) if(det_time > 1) to_chat(user, "The timer is set to [det_time/10] second\s.") else to_chat(user, "\The [src] is set for instant detonation.") /obj/item/weapon/grenade/attack_self(mob/user) if(!active) if(clown_check(user)) to_chat(user, "You prime the [name]! [det_time/10] seconds!") playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1) active = 1 icon_state = initial(icon_state) + "_active" add_fingerprint(user) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]" GLOB.bombers += message message_admins(message) log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].") if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() spawn(det_time) prime() /obj/item/weapon/grenade/proc/prime() /obj/item/weapon/grenade/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.dropItemToGround(src) /obj/item/weapon/grenade/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/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/weapon/grenade/attack_hand() walk(src, null, null) ..() /obj/item/weapon/grenade/attack_paw(mob/user) return attack_hand(user) /obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type) if(damage && attack_type == PROJECTILE_ATTACK && prob(15)) owner.visible_message("[attack_text] hits [owner]'s [src], setting it off! What a shot!") prime() return 1 //It hit the grenade, not them