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2022-02-25 16:58:09 -03:00

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/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_state()
if(deconstruction_state != NUKESTATE_INTACT)
icon_state = "bananiumbomb_base"
return
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "bananiumbomb_base"
if(NUKE_ON_TIMING)
icon_state = "bananiumbomb_timing"
if(NUKE_ON_EXPLODING)
icon_state = "bananiumbomb_exploding"
/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/civilian/clown(H)
ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT)
H.equip_to_slot_or_del(C, ITEM_SLOT_ICLOTHING)
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, ITEM_SLOT_FEET)
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, ITEM_SLOT_MASK)
H.dna.add_mutation(CLOWNMUT)
H.dna.add_mutation(SMILE)
H.gain_trauma(/datum/brain_trauma/mild/phobia/clowns, TRAUMA_RESILIENCE_LOBOTOMY) //MWA HA HA