/obj/item/weapon/grenade/spawnergrenade desc = "It will unleash unleash an unspecified anomaly into the vicinity." name = "delivery grenade" icon = 'icons/obj/grenade.dmi' icon_state = "delivery" item_state = "flashbang" origin_tech = "materials=3;magnets=4" var/spawner_type = null // must be an object path var/deliveryamt = 1 // amount of type to deliver /obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it. update_mob() if(spawner_type && deliveryamt) // Make a quick flash var/turf/T = get_turf(src) playsound(T, 'sound/effects/phasein.ogg', 100, 1) for(var/mob/living/carbon/C in viewers(T, null)) C.flash_eyes() for(var/i=1, i<=deliveryamt, i++) var/atom/movable/x = new spawner_type x.loc = T if(prob(50)) for(var/j = 1, j <= rand(1, 3), j++) step(x, pick(NORTH,SOUTH,EAST,WEST)) // Spawn some hostile syndicate critters qdel(src) /obj/item/weapon/grenade/spawnergrenade/manhacks name = "viscerator delivery grenade" spawner_type = /mob/living/simple_animal/hostile/viscerator deliveryamt = 5 origin_tech = "materials=3;magnets=4;syndicate=4" /obj/item/weapon/grenade/spawnergrenade/spesscarp name = "carp delivery grenade" spawner_type = /mob/living/simple_animal/hostile/carp deliveryamt = 5 origin_tech = "materials=3;magnets=4;syndicate=4" /obj/item/weapon/grenade/spawnergrenade/syndiesoap name = "Mister Scrubby" spawner_type = /obj/item/weapon/soap/syndie