183 lines
6.2 KiB
Plaintext
183 lines
6.2 KiB
Plaintext
/obj/item/weapon/grenade/plastic
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name = "plastic explosive"
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desc = "Used to put holes in specific areas without too much extra hole."
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icon_state = "plastic-explosive0"
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item_state = "plastic-explosive"
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flags = NOBLUDGEON
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det_time = 10
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display_timer = 0
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var/atom/target = null
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var/image_overlay = null
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var/obj/item/device/assembly_holder/nadeassembly = null
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var/assemblyattacher
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/obj/item/weapon/grenade/plastic/New()
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image_overlay = image('icons/obj/grenade.dmi', "[item_state]2")
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..()
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/obj/item/weapon/grenade/plastic/Destroy()
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qdel(nadeassembly)
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nadeassembly = null
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target = null
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..()
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/obj/item/weapon/grenade/plastic/attackby(obj/item/I, mob/user, params)
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if(!nadeassembly && istype(I, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/A = I
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if(!user.unEquip(I))
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return ..()
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nadeassembly = A
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A.master = src
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A.loc = src
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assemblyattacher = user.ckey
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user << "<span class='notice'>You add [A] to the [name].</span>"
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playsound(src, 'sound/weapons/tap.ogg', 20, 1)
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update_icon()
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return
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if(nadeassembly && istype(I, /obj/item/weapon/wirecutters))
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playsound(src, 'sound/items/Wirecutter.ogg', 20, 1)
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nadeassembly.loc = get_turf(src)
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nadeassembly.master = null
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nadeassembly = null
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update_icon()
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return
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..()
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//assembly stuff
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/obj/item/weapon/grenade/plastic/receive_signal()
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prime()
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/obj/item/weapon/grenade/plastic/Crossed(atom/movable/AM)
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if(nadeassembly)
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nadeassembly.Crossed(AM)
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/obj/item/weapon/grenade/plastic/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/weapon/grenade/plastic/attack_self(mob/user)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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return
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var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
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if(user.get_active_hand() == src)
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newtime = Clamp(newtime, 10, 60000)
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det_time = newtime
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user << "Timer set for [det_time] seconds."
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/obj/item/weapon/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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return
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if (istype(AM, /mob/living/carbon))
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return
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user << "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>"
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if(do_after(user, 50, target = AM))
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if(!user.unEquip(src))
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return
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src.target = AM
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loc = null
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message_admins("[key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) planted [src.name] on [target.name] at ([target.x],[target.y],[target.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target.x];Y=[target.y];Z=[target.z]'>JMP</a>) with [det_time] second fuse",0,1)
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log_game("[key_name(user)] planted [src.name] on [target.name] at ([target.x],[target.y],[target.z]) with [det_time] second fuse")
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target.add_overlay(image_overlay, 1)
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if(!nadeassembly)
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user << "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>"
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addtimer(src, "prime", det_time*10)
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/obj/item/weapon/grenade/plastic/suicide_act(mob/user)
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message_admins("[key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) suicided with [src.name] at ([user.x],[user.y],[user.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",0,1)
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message_admins("[key_name(user)] suicided with [src.name] at ([user.x],[user.y],[user.z])")
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user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above \his head! It looks like \he's 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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sleep(10)
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prime()
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user.gib(no_brain = 1)
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/obj/item/weapon/grenade/plastic/update_icon()
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if(nadeassembly)
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icon_state = "[item_state]1"
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else
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icon_state = "[item_state]0"
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//////////////////////////
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///// The Explosives /////
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//////////////////////////
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/obj/item/weapon/grenade/plastic/c4
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name = "C4"
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desc = "Used to put holes in specific areas without too much extra hole. A saboteurs favourite."
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/obj/item/weapon/grenade/plastic/c4/prime()
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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.overlays -= image_overlay
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target.priority_overlays -= image_overlay
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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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if(istype(target, /mob))
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var/mob/M = target
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M.gib()
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qdel(src)
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// X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
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// C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
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// Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases.
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/obj/item/weapon/grenade/plastic/x4
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name = "X4"
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desc = "A specialized shaped high explosive breaching charge. Designed to be safer for the user, and less so, for the wall."
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var/aim_dir = NORTH
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icon_state = "plasticx40"
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item_state = "plasticx4"
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/obj/item/weapon/grenade/plastic/x4/prime()
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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.overlays -= image_overlay
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target.priority_overlays -= image_overlay
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else
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location = get_turf(src)
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if(location)
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if(istype(loc, /obj/item/weapon/twohanded/spear))
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explosion(location, 0, 2, 3)
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else if(target.density)
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var/turf/T = get_step(location, aim_dir)
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explosion(get_step(T, aim_dir),0,0,3)
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explosion(T,0,2,0)
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location.ex_act(2, target)
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else
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explosion(location, 0, 2, 3)
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location.ex_act(2, target)
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if(istype(target, /mob))
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var/mob/M = target
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M.gib()
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qdel(src)
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/obj/item/weapon/grenade/plastic/x4/afterattack(atom/movable/AM, mob/user, flag)
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aim_dir = get_dir(user,AM)
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..()
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