/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' origin_tech = "materials=2;combat=3" /obj/item/grenade/flashbang/prime() update_mob() var/flashbang_turf = get_turf(src) if(!flashbang_turf) return for(var/mob/living/M in get_hearers_in_view(7, flashbang_turf)) bang(get_turf(M), M) for(var/obj/structure/blob/B in get_hear(8,flashbang_turf)) //Blob damage here var/distance = get_dist(B, get_turf(src)) var/damage = round(100/(distance*distance)+1) B.take_damage(damage, BURN, "energy") 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) playsound(loc, 'sound/weapons/flashbang.ogg', 100, 1) 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))