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Ryll Ryll 1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00

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//improvised explosives//
/obj/item/grenade/iedcasing
name = "improvised firebomb"
desc = "A weak, improvised incendiary device."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "improvised_grenade"
inhand_icon_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
active = FALSE
det_time = 50
display_timer = 0
var/check_parts = FALSE
var/range = 3
var/list/times
/obj/item/grenade/iedcasing/Initialize()
. = ..()
add_overlay("improvised_grenade_filled")
add_overlay("improvised_grenade_wired")
times = list("5" = 10, "-1" = 20, "[rand(30,80)]" = 50, "[rand(65,180)]" = 20)// "Premature, Dud, Short Fuse, Long Fuse"=[weighting value]
det_time = text2num(pickweight(times))
if(det_time < 0) //checking for 'duds'
range = 1
det_time = rand(30,80)
else
range = pick(2,2,2,3,3,3,4)
if(check_parts) //since construction code calls this itself, no need to always call it. This does have the downside that adminspawned ones can potentially not have cans if they don't use the /spawned subtype.
CheckParts()
/obj/item/grenade/iedcasing/spawned
check_parts = TRUE
/obj/item/grenade/iedcasing/spawned/Initialize()
new /obj/item/reagent_containers/food/drinks/soda_cans/random(src)
return ..()
/obj/item/grenade/iedcasing/CheckParts(list/parts_list)
..()
var/obj/item/reagent_containers/food/drinks/soda_cans/can = locate() in contents
if(!can)
stack_trace("[src] generated without a soda can!") //this shouldn't happen.
qdel(src)
return
can.pixel_x = 0 //Reset the sprite's position to make it consistent with the rest of the IED
can.pixel_y = 0
var/mutable_appearance/can_underlay = new(can)
can_underlay.layer = FLOAT_LAYER
can_underlay.plane = FLOAT_PLANE
underlays += can_underlay
/obj/item/grenade/iedcasing/attack_self(mob/user) //
if(!active)
if(!botch_check(user))
to_chat(user, "<span class='warning'>You light the [name]!</span>")
cut_overlay("improvised_grenade_filled")
arm_grenade(user, null, FALSE)
/obj/item/grenade/iedcasing/detonate(mob/living/lanced_by) //Blowing that can up
. = ..()
update_mob()
explosion(src.loc,-1,-1,2, flame_range = 4) // small explosion, plus a very large fireball.
qdel(src)
/obj/item/grenade/iedcasing/change_det_time()
return //always be random.
/obj/item/grenade/iedcasing/examine(mob/user)
. = ..()
. += "You can't tell when it will explode!"