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GS13NG/code/game/objects/items/grenades/flashbang.dm

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/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'
var/flashbang_range = 7 //how many tiles away the mob will be stunned.
/obj/item/grenade/flashbang/prime(mob/living/lanced_by)
. = ..()
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2)
flashbang_mobs(flashbang_turf, flashbang_range)
qdel(src)
/obj/item/grenade/flashbang/proc/flashbang_mobs(turf/source, range)
var/list/banged = get_hearers_in_view(range, source)
var/list/flashed = viewers(range, source)
for(var/mob/living/l in banged)
bang(l, source)
for(var/mob/living/l in flashed)
flash(l, source)
/obj/item/grenade/flashbang/proc/bang(mob/living/M, turf/source)
if(M.stat == DEAD) //They're dead!
return
M.show_message("<span class='warning'>BANG</span>", MSG_AUDIBLE)
var/distance = get_dist(get_turf(M), source)
if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
M.DefaultCombatKnockdown(200)
M.soundbang_act(1, 200, 10, 15)
else
M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
/obj/item/grenade/flashbang/proc/flash(mob/living/M, turf/source)
if(M.stat == DEAD) //They're dead!
return
var/distance = get_dist(get_turf(M), source)
if(M.flash_act(affect_silicon = 1))
M.DefaultCombatKnockdown(max(200/max(1,distance), 60))
/obj/item/grenade/stingbang
name = "stingbang"
icon_state = "timeg"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/flashbang_range = 1 //how many tiles away the mob will be stunned.
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
shrapnel_radius = 5
custom_premium_price = 700 // mostly gotten through cargo, but throw in one for the sec vendor ;)
/obj/item/grenade/stingbang/mega
name = "mega stingbang"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega
shrapnel_radius = 12
/obj/item/grenade/stingbang/breaker
name = "breakbang"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/breaker
/obj/item/grenade/stingbang/shred
name = "shredbang"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/shred
/obj/item/grenade/stingbang/prime(mob/living/lanced_by)
if(iscarbon(loc))
var/mob/living/carbon/C = loc
var/obj/item/bodypart/B = C.get_holding_bodypart_of_item(src)
if(B)
C.visible_message("<b><span class='danger'>[src] goes off in [C]'s hand, blowing [C.p_their()] [B.name] to bloody shreds!</span></b>", "<span class='userdanger'>[src] goes off in your hand, blowing your [B.name] to bloody shreds!</span>")
B.dismember()
. = ..()
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 50, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 2, 1)
for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
pop(get_turf(M), M)
qdel(src)
/obj/item/grenade/stingbang/proc/pop(turf/T , mob/living/M)
if(M.stat == DEAD) //They're dead!
return
M.show_message("<span class='warning'>POP</span>", MSG_AUDIBLE)
var/distance = max(0,get_dist(get_turf(src),T))
//Flash
if(M.flash_act(affect_silicon = 1))
M.Paralyze(max(10/max(1,distance), 5))
M.Knockdown(max(100/max(1,distance), 60))
//Bang
if(!distance || loc == M || loc == M.loc)
M.Paralyze(20)
M.Knockdown(200)
M.soundbang_act(1, 200, 10, 15)
if(M.apply_damages(10, 10))
to_chat(M, "<span class='userdanger'>The blast from \the [src] bruises and burns you!</span>")
// only checking if they're on top of the tile, cause being one tile over will be its own punishment
// Grenade that releases more shrapnel the more times you use it in hand between priming and detonation (sorta like the 9bang from MW3), for admin goofs
/obj/item/grenade/primer
name = "rotfrag grenade"
desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases shrapnel shards."
icon_state = "timeg"
item_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude
shrapnel_type = /obj/item/projectile/bullet/shrapnel
var/rots = 1 /// how many times we've "rotated" the charge
/obj/item/grenade/primer/attack_self(mob/user)
. = ..()
if(active)
if(!user.CheckActionCooldown())
return
user.playsound_local(user, 'sound/misc/box_deploy.ogg', 50, TRUE)
rots++
user.DelayNextAction(CLICK_CD_RAPID)
/obj/item/grenade/primer/prime(mob/living/lanced_by)
shrapnel_radius = round(rots / rots_per_mag)
. = ..()
qdel(src)
/obj/item/grenade/primer/stingbang
name = "rotsting"
desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases stingballs."
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
rots_per_mag = 2
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball