* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
116 lines
3.9 KiB
Plaintext
116 lines
3.9 KiB
Plaintext
//In this file: C4
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/obj/item/weapon/c4
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name = "C-4"
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desc = "Used to put holes in specific areas without too much extra hole."
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gender = PLURAL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "plastic-explosive0"
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item_state = "plasticx"
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flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "syndicate=1"
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var/timer = 10
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var/open_panel = 0
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parent_type = /obj/item/weapon/grenade/plastic/c4
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/obj/item/weapon/c4/New()
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wires = new /datum/wires/explosive/c4(src)
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image_overlay = image('icons/obj/grenade.dmi', "plastic-explosive2")
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..()
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/obj/item/weapon/c4/Destroy()
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qdel(wires)
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wires = null
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target = null
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return ..()
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/obj/item/weapon/c4/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
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var/message_say = "FOR NO RAISIN!"
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if(user.mind)
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if(user.mind.special_role)
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var/role = lowertext(user.mind.special_role)
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if(role == "traitor" || role == "syndicate")
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message_say = "FOR THE SYNDICATE!"
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else if(role == "changeling")
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message_say = "FOR THE HIVE!"
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else if(role == "cultist")
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message_say = "FOR NAR-SIE!"
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else if(role == "revolutionary" || role == "head revolutionary")
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message_say = "VIVA LA REVOLUTION!"
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else if(user.mind.gang_datum)
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message_say = "[uppertext(user.mind.gang_datum.name)] RULES!"
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user.say(message_say)
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target = user
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message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_COORDJMP(src)]",0,1)
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message_admins("[key_name(user)] suicided with [name] at ([x],[y],[z])")
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sleep(10)
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explode(get_turf(user))
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user.gib(1, 1)
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/obj/item/weapon/c4/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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open_panel = !open_panel
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user << "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>"
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else if(is_wire_tool(I))
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wires.interact(user)
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else
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return ..()
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/obj/item/weapon/c4/attack_self(mob/user)
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var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
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if(user.get_active_held_item() == src)
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newtime = Clamp(newtime, 10, 60000)
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timer = newtime
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user << "Timer set for [timer] seconds."
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/obj/item/weapon/c4/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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return
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if (ismob(AM))
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return
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if(loc == AM)
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return
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if((istype(AM, /obj/item/weapon/storage/)) && !((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside.
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return
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if((istype(AM,/obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))
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var/obj/item/weapon/storage/secure/S = AM
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if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
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return
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user << "<span class='notice'>You start planting the bomb...</span>"
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if(do_after(user, 50, target = AM))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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src.target = AM
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forceMove(null)
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var/message = "[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [timer] second fuse"
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bombers += message
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message_admins(message,0,1)
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log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse")
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target.add_overlay(image_overlay, 1)
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user << "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>"
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addtimer(CALLBACK(src, .proc/explode), timer * 10)
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/obj/item/weapon/c4/proc/explode()
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if(QDELETED(src))
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return
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var/turf/location
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if(target)
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if(!QDELETED(target))
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location = get_turf(target)
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target.cut_overlay(image_overlay, TRUE)
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else
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location = get_turf(src)
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if(location)
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location.ex_act(2, target)
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explosion(location,0,0,3)
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qdel(src)
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/obj/item/weapon/c4/attack(mob/M, mob/user, def_zone)
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return
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