/obj/item/weapon/grenade name = "grenade" desc = "It has an adjustable timer." w_class = 2 icon = 'icons/obj/grenade.dmi' icon_state = "grenade" item_state = "flashbang" throw_speed = 3 throw_range = 7 flags = CONDUCT slot_flags = SLOT_BELT burn_state = FLAMMABLE burntime = 5 var/active = 0 var/det_time = 50 var/display_timer = 1 /obj/item/weapon/grenade/burn() prime() ..() /obj/item/weapon/grenade/proc/clown_check(mob/living/carbon/human/user) if(user.disabilities & CLUMSY && prob(50)) user << "Huh? How does this thing work?" active = 1 icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(5) if(user) user.drop_item() prime() return 0 return 1 /*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) if (istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container if (istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..() if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc) user << "You prime the [name]! [det_time/10] seconds!" active = 1 icon_state = initial(icon_state) + "_active" playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) spawn(det_time) prime() return user.dir = get_dir(user, target) user.drop_item() var/t = (isturf(target) ? target : target.loc) walk_towards(src, t, 3) return*/ /obj/item/weapon/grenade/examine(mob/user) ..() if(display_timer) if(det_time > 1) user << "The timer is set to [det_time/10] second\s." else user << "\The [src] is set for instant detonation." /obj/item/weapon/grenade/attack_self(mob/user) if(!active) if(clown_check(user)) user << "You prime the [name]! [det_time/10] seconds!" playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1) active = 1 icon_state = initial(icon_state) + "_active" add_fingerprint(user) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) message_admins("[key_name_admin(usr)]? (FLW) has primed a [name] for detonation at [A.name] (JMP).") log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).") if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() spawn(det_time) prime() /obj/item/weapon/grenade/proc/prime() /obj/item/weapon/grenade/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.unEquip(src) /obj/item/weapon/grenade/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/screwdriver)) switch(det_time) if ("1") det_time = 10 user << "You set the [name] for 1 second detonation time." if ("10") det_time = 30 user << "You set the [name] for 3 second detonation time." if ("30") det_time = 50 user << "You set the [name] for 5 second detonation time." if ("50") det_time = 1 user << "You set the [name] for instant detonation." add_fingerprint(user) ..() /obj/item/weapon/grenade/attack_hand() walk(src, null, null) ..() /obj/item/weapon/grenade/attack_paw(mob/user) return attack_hand(user) /obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type) if(damage && attack_type == PROJECTILE_ATTACK && prob(15)) owner.visible_message("[attack_text] hits [owner]'s [src], setting it off! What a shot!") prime() return 1 //It hit the grenade, not them