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GS13NG/code/game/objects/items/weapons/grenades/ghettobomb.dm
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PoojawaandGitHub f67e9f6d87 Bleeding edgy refresh (#303)
* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
2017-03-21 11:44:10 -05:00

71 lines
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//improvised explosives//
/obj/item/weapon/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
item_state = "flashbang"
throw_speed = 3
throw_range = 7
flags = CONDUCT
slot_flags = SLOT_BELT
active = 0
det_time = 50
display_timer = 0
var/range = 3
var/times = list()
/obj/item/weapon/grenade/iedcasing/New(loc)
..()
add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled"))
add_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired"))
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
/obj/item/weapon/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/weapon/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(can)
var/muh_layer = can.layer
var/muh_plane = can.plane
can.layer = FLOAT_LAYER
can.plane = FLOAT_PLANE
underlays += can
can.layer = muh_layer
can.plane = muh_plane
/obj/item/weapon/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(clown_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
active = 1
cut_overlay(image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled"), TRUE) //this line make no sense
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)].")
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()
addtimer(CALLBACK(src, .proc/prime), det_time)
/obj/item/weapon/grenade/iedcasing/prime() //Blowing that can up
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/weapon/grenade/iedcasing/examine(mob/user)
..()
to_chat(user, "You can't tell when it will explode!")