586 lines
21 KiB
Plaintext
586 lines
21 KiB
Plaintext
#define EMPTY 1
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#define WIRED 2
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#define READY 3
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/obj/item/grenade/chem_grenade
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name = "chemical grenade"
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desc = "A custom made grenade."
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icon_state = "chemg"
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item_state = "flashbang"
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w_class = WEIGHT_CLASS_SMALL
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force = 2
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var/stage = EMPTY
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var/list/beakers = list()
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var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
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var/affected_area = 3
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var/obj/item/assembly_holder/nadeassembly = null
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var/assemblyattacher
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var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
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var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
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var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
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/obj/item/grenade/chem_grenade/Initialize()
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. = ..()
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create_reagents(1000)
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stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
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/obj/item/grenade/chem_grenade/examine(mob/user)
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display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
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..()
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if(user.can_see_reagents())
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var/count = 0
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if(beakers.len)
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to_chat(user, "<span class='notice'>You scan the grenade and detect the following reagents:</span>")
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for(var/obj/item/reagent_containers/glass/G in beakers)
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var/textcount = thtotext(++count)
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for(var/datum/reagent/R in G.reagents.reagent_list)
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to_chat(user, "<span class='notice'>[R.volume] units of [R.name] in the [textcount] beaker.</span>")
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if(beakers.len == 1)
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to_chat(user, "<span class='notice'>You detect no second beaker in the grenade.</span>")
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else
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to_chat(user, "<span class='notice'>You scan the grenade, but detect nothing.</span>")
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/obj/item/grenade/chem_grenade/attack_self(mob/user)
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if(stage == READY && !active)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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else
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..()
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/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/screwdriver))
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if(stage == WIRED)
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if(beakers.len)
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stage_change(READY)
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to_chat(user, "<span class='notice'>You lock the [initial(name)] assembly.</span>")
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I.play_tool_sound(src, 25)
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else
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to_chat(user, "<span class='warning'>You need to add at least one beaker before locking the [initial(name)] assembly!</span>")
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else if(stage == READY && !nadeassembly)
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det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
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to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
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else if(stage == EMPTY)
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to_chat(user, "<span class='warning'>You need to add an activation mechanism!</span>")
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else if(stage == WIRED && is_type_in_list(I, allowed_containers))
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. = 1 //no afterattack
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if(beakers.len == 2)
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to_chat(user, "<span class='warning'>[src] can not hold more containers!</span>")
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return
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else
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if(I.reagents.total_volume)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>")
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beakers += I
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else
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to_chat(user, "<span class='warning'>[I] is empty!</span>")
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else if(stage == EMPTY && istype(I, /obj/item/assembly_holder))
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. = 1 // no afterattack
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var/obj/item/assembly_holder/A = I
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if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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return
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if(!user.transferItemToLoc(I, src))
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return
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nadeassembly = A
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A.master = src
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assemblyattacher = user.ckey
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stage_change(WIRED)
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to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
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else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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if (C.use(1))
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det_time = 50 // In case the cable_coil was removed and readded.
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stage_change(WIRED)
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to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
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else
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to_chat(user, "<span class='warning'>You need one length of coil to wire the assembly!</span>")
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return
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else if(stage == READY && istype(I, /obj/item/wirecutters) && !active)
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stage_change(WIRED)
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to_chat(user, "<span class='notice'>You unlock the [initial(name)] assembly.</span>")
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else if(stage == WIRED && istype(I, /obj/item/wrench))
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if(beakers.len)
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for(var/obj/O in beakers)
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O.forceMove(drop_location())
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beakers = list()
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to_chat(user, "<span class='notice'>You open the [initial(name)] assembly and remove the payload.</span>")
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return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism.
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if(nadeassembly)
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nadeassembly.forceMove(drop_location())
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nadeassembly.master = null
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nadeassembly = null
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else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
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new /obj/item/stack/cable_coil(get_turf(src),1)
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stage_change(EMPTY)
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to_chat(user, "<span class='notice'>You remove the activation mechanism from the [initial(name)] assembly.</span>")
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else
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return ..()
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/obj/item/grenade/chem_grenade/proc/stage_change(N)
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if(N)
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stage = N
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if(stage == EMPTY)
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name = "[initial(name)] casing"
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desc = "A do it yourself [initial(name)]!"
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icon_state = initial(icon_state)
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else if(stage == WIRED)
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name = "unsecured [initial(name)]"
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desc = "An unsecured [initial(name)] assembly."
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icon_state = "[initial(icon_state)]_ass"
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else if(stage == READY)
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name = initial(name)
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desc = initial(desc)
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icon_state = "[initial(icon_state)]_locked"
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//assembly stuff
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/obj/item/grenade/chem_grenade/receive_signal()
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prime()
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/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM)
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if(nadeassembly)
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nadeassembly.Crossed(AM)
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/obj/item/grenade/chem_grenade/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/grenade/chem_grenade/prime()
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if(stage != READY)
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return
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var/list/datum/reagents/reactants = list()
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for(var/obj/item/reagent_containers/glass/G in beakers)
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reactants += G.reagents
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if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
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playsound(loc, 'sound/items/screwdriver2.ogg', 50, 1)
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if(beakers.len)
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for(var/obj/O in beakers)
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O.forceMove(drop_location())
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beakers = list()
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stage_change(EMPTY)
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return
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if(nadeassembly)
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var/mob/M = get_mob_by_ckey(assemblyattacher)
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var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
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var/turf/T = get_turf(src)
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var/area/A = get_area(T)
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message_admins("grenade primed by an assembly, attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] [ADMIN_JMP(T)]</a>.")
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log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] [COORD(T)]")
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var/turf/DT = get_turf(src)
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var/area/DA = get_area(DT)
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log_game("A grenade detonated at [DA.name] [COORD(DT)]")
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update_mob()
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qdel(src)
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//Large chem grenades accept slime cores and use the appropriately.
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/obj/item/grenade/chem_grenade/large
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name = "large grenade"
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desc = "A custom made large grenade. It affects a larger area."
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icon_state = "large_grenade"
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allowed_containers = list(/obj/item/reagent_containers/glass, /obj/item/reagent_containers/food/condiment,
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/obj/item/reagent_containers/food/drinks)
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affected_area = 5
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ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
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threatscale = 1.1 // 10% more effective.
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/obj/item/grenade/chem_grenade/large/prime()
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if(stage != READY)
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return
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for(var/obj/item/slime_extract/S in beakers)
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if(S.Uses)
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for(var/obj/item/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(S, G.reagents.total_volume)
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//If there is still a core (sometimes it's used up)
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//and there are reagents left, behave normally,
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//otherwise drop it on the ground for timed reactions like gold.
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if(S)
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if(S.reagents && S.reagents.total_volume)
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for(var/obj/item/reagent_containers/glass/G in beakers)
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S.reagents.trans_to(G, S.reagents.total_volume)
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else
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S.forceMove(get_turf(src))
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no_splash = TRUE
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..()
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//I tried to just put it in the allowed_containers list but
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//if you do that it must have reagents. If you're going to
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//make a special case you might as well do it explicitly. -Sayu
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/obj/item/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/slime_extract) && stage == WIRED)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>")
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beakers += I
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else
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return ..()
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/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
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name = "cryo grenade"
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desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
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icon_state = "cryog"
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affected_area = 2
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ignition_temp = -100
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/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
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name = "pyro grenade"
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desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
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icon_state = "pyrog"
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affected_area = 3
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ignition_temp = 500 // This is enough to expose a hotspot.
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/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
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name = "advanced release grenade"
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desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
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icon_state = "timeg"
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var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
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/obj/item/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/multitool))
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switch(unit_spread)
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if(0 to 24)
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unit_spread += 5
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if(25 to 99)
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unit_spread += 25
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else
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unit_spread = 5
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to_chat(user, "<span class='notice'> You set the time release to [unit_spread] units per detonation.</span>")
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return
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..()
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/obj/item/grenade/chem_grenade/adv_release/prime()
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if(stage != READY)
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return
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var/total_volume = 0
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for(var/obj/item/reagent_containers/RC in beakers)
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total_volume += RC.reagents.total_volume
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if(!total_volume)
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qdel(src)
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qdel(nadeassembly)
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return
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var/fraction = unit_spread/total_volume
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var/datum/reagents/reactants = new(unit_spread)
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reactants.my_atom = src
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for(var/obj/item/reagent_containers/RC in beakers)
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RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
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chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
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if(nadeassembly)
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var/mob/M = get_mob_by_ckey(assemblyattacher)
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var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
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var/turf/T = get_turf(src)
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var/area/A = get_area(T)
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message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;[HrefToken()];adminmoreinfo=[REF(M)]'>(?)</A> (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(M)]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;[HrefToken()];adminmoreinfo=[REF(last)]'>(?)</A> (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(last)]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
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log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
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else
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addtimer(CALLBACK(src, .proc/prime), det_time)
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var/turf/DT = get_turf(src)
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var/area/DA = get_area(DT)
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log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
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//////////////////////////////
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////// PREMADE GRENADES //////
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//////////////////////////////
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/obj/item/grenade/chem_grenade/metalfoam
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name = "metal foam grenade"
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desc = "Used for emergency sealing of air breaches."
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stage = READY
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/obj/item/grenade/chem_grenade/metalfoam/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminium", 30)
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B2.reagents.add_reagent("foaming_agent", 10)
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B2.reagents.add_reagent("facid", 10)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/smart_metal_foam
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name = "smart metal foam grenade"
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desc = "Used for sealing and reconstruction of air breaches."
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stage = READY
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/obj/item/grenade/chem_grenade/smart_metal_foam/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminium", 75)
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B2.reagents.add_reagent("smart_foaming_agent", 25)
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B2.reagents.add_reagent("facid", 25)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/incendiary
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name = "incendiary grenade"
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desc = "Used for clearing rooms of living things."
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stage = READY
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/obj/item/grenade/chem_grenade/incendiary/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("stable_plasma", 25)
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B2.reagents.add_reagent("sacid", 25)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/antiweed
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name = "weedkiller grenade"
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desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
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stage = READY
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/obj/item/grenade/chem_grenade/antiweed/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("plantbgone", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/cleaner
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name = "cleaner grenade"
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desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
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stage = READY
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/obj/item/grenade/chem_grenade/cleaner/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
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B2.reagents.add_reagent("water", 40)
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B2.reagents.add_reagent("cleaner", 10)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/ez_clean
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name = "cleaner grenade"
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desc = "Waffle Co.-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
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stage = READY
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/obj/item/grenade/chem_grenade/ez_clean/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
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B2.reagents.add_reagent("water", 40)
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B2.reagents.add_reagent("ez_clean", 60) //ensures a t h i c c distribution
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/teargas
|
|
name = "teargas grenade"
|
|
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/teargas/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("condensedcapsaicin", 60)
|
|
B1.reagents.add_reagent("potassium", 40)
|
|
B2.reagents.add_reagent("phosphorus", 40)
|
|
B2.reagents.add_reagent("sugar", 40)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/facid
|
|
name = "acid grenade"
|
|
desc = "Used for melting armoured opponents."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/facid/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("facid", 290)
|
|
B1.reagents.add_reagent("potassium", 10)
|
|
B2.reagents.add_reagent("phosphorus", 10)
|
|
B2.reagents.add_reagent("sugar", 10)
|
|
B2.reagents.add_reagent("facid", 280)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
|
|
/obj/item/grenade/chem_grenade/colorful
|
|
name = "colorful grenade"
|
|
desc = "Used for wide scale painting projects."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/colorful/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("colorful_reagent", 25)
|
|
B1.reagents.add_reagent("potassium", 25)
|
|
B2.reagents.add_reagent("phosphorus", 25)
|
|
B2.reagents.add_reagent("sugar", 25)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/grenade/chem_grenade/glitter
|
|
name = "generic glitter grenade"
|
|
desc = "You shouldn't see this description."
|
|
stage = READY
|
|
var/glitter_type = "glitter"
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent(glitter_type, 25)
|
|
B1.reagents.add_reagent("potassium", 25)
|
|
B2.reagents.add_reagent("phosphorus", 25)
|
|
B2.reagents.add_reagent("sugar", 25)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/pink
|
|
name = "pink glitter bomb"
|
|
desc = "For that HOT glittery look."
|
|
glitter_type = "pink_glitter"
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/blue
|
|
name = "blue glitter bomb"
|
|
desc = "For that COOL glittery look."
|
|
glitter_type = "blue_glitter"
|
|
|
|
/obj/item/grenade/chem_grenade/glitter/white
|
|
name = "white glitter bomb"
|
|
desc = "For that somnolent glittery look."
|
|
glitter_type = "white_glitter"
|
|
|
|
/obj/item/grenade/chem_grenade/clf3
|
|
name = "clf3 grenade"
|
|
desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/clf3/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("fluorosurfactant", 250)
|
|
B1.reagents.add_reagent("clf3", 50)
|
|
B2.reagents.add_reagent("water", 250)
|
|
B2.reagents.add_reagent("clf3", 50)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/grenade/chem_grenade/bioterrorfoam
|
|
name = "Bio terror foam grenade"
|
|
desc = "Tiger Cooperative chemical foam grenade. Causes temporary irration, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/bioterrorfoam/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("cryptobiolin", 75)
|
|
B1.reagents.add_reagent("water", 50)
|
|
B1.reagents.add_reagent("mutetoxin", 50)
|
|
B1.reagents.add_reagent("spore", 75)
|
|
B1.reagents.add_reagent("itching_powder", 50)
|
|
B2.reagents.add_reagent("fluorosurfactant", 150)
|
|
B2.reagents.add_reagent("mutagen", 150)
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/grenade/chem_grenade/tuberculosis
|
|
name = "Fungal tuberculosis grenade"
|
|
desc = "WARNING: GRENADE WILL RELEASE DEADLY SPORES CONTAINING ACTIVE AGENTS. SEAL SUIT AND AIRFLOW BEFORE USE."
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/tuberculosis/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("potassium", 50)
|
|
B1.reagents.add_reagent("phosphorus", 50)
|
|
B1.reagents.add_reagent("fungalspores", 200)
|
|
B2.reagents.add_reagent("blood", 250)
|
|
B2.reagents.add_reagent("sugar", 50)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/grenade/chem_grenade/holy
|
|
name = "holy hand grenade"
|
|
desc = "A vessel of concentrated religious might."
|
|
icon_state = "holy_grenade"
|
|
stage = READY
|
|
|
|
/obj/item/grenade/chem_grenade/holy/Initialize()
|
|
. = ..()
|
|
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
|
|
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("potassium", 100)
|
|
B2.reagents.add_reagent("holywater", 100)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
#undef READY
|
|
#undef WIRED
|
|
#undef EMPTY
|