8ddc9677c7
* 1/4 done? maybe? * more * stuff * incremental stuff * stuff * stuff & things * mostly done but not yet * stuffing * stuffing 2: electric boogaloo * Git Commit and the Kingdom of the Crystal Skull * make it actually compile * found more stuff * fixes * fix AI laws appearing out of order * fix windows * should be the remaining stuff * this time for real * i guess it should compile too * fix sechuds
132 lines
4.6 KiB
Plaintext
132 lines
4.6 KiB
Plaintext
/obj/item/grenade
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name = "grenade"
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desc = "It has an adjustable timer."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "grenade"
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item_state = "flashbang"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throw_speed = 3
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throw_range = 7
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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resistance_flags = FLAMMABLE
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max_integrity = 40
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var/active = 0
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var/det_time = 50
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var/display_timer = 1
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var/clumsy_check = GRENADE_CLUMSY_FUMBLE
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/obj/item/grenade/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(src, 'sound/items/eatfood.ogg', 50, 1)
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preprime(user, det_time)
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user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
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sleep(det_time)//so you dont die instantly
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return BRUTELOSS
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/obj/item/grenade/deconstruct(disassembled = TRUE)
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if(!disassembled)
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prime()
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if(!QDELETED(src))
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qdel(src)
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/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
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var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
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if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
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if(prob(50))
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to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
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preprime(user, 5, FALSE)
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return FALSE
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else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
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to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
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preprime(user, 5, FALSE)
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return FALSE
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return TRUE
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/obj/item/grenade/examine(mob/user)
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. = ..()
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if(display_timer)
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if(det_time > 0)
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. += "The timer is set to [DisplayTimeText(det_time)]."
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else
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. += "\The [src] is set for instant detonation."
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/obj/item/grenade/attack_self(mob/user)
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if(!active)
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if(clown_check(user))
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preprime(user)
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/obj/item/grenade/proc/log_grenade(mob/user, turf/T)
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log_bomber(user, "has primed a", src, "for detonation")
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/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
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var/turf/T = get_turf(src)
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log_grenade(user, T) //Inbuilt admin procs already handle null users
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if(user)
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add_fingerprint(user)
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if(msg)
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to_chat(user, "<span class='warning'>You prime [src]! [capitalize(DisplayTimeText(det_time))]!</span>")
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playsound(src, 'sound/weapons/armbomb.ogg', volume, 1)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
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/obj/item/grenade/proc/prime()
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/obj/item/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/M = loc
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M.dropItemToGround(src)
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/obj/item/grenade/attackby(obj/item/W, mob/user, params)
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if(!active)
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if(W.tool_behaviour == TOOL_MULTITOOL)
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var/newtime = text2num(stripped_input(user, "Please enter a new detonation time", name))
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if (newtime != null && user.canUseTopic(src, BE_CLOSE))
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change_det_time(newtime)
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to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
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if (round(newtime * 10) != det_time)
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to_chat(user, "<span class='warning'>The new value is out of bounds. The lowest possible time is 3 seconds and highest is 5 seconds. Instant detonations are also possible.</span>")
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return
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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change_det_time()
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to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
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else
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return ..()
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/obj/item/grenade/proc/change_det_time(time) //Time uses real time.
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if(time != null)
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if(time < 3)
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time = 3
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det_time = round(CLAMP(time * 10, 0, 50))
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else
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var/previous_time = det_time
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switch(det_time)
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if (0)
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det_time = 30
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if (30)
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det_time = 50
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if (50)
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det_time = 0
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if(det_time == previous_time)
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det_time = 50
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/obj/item/grenade/attack_paw(mob/user)
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return attack_hand(user)
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/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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var/obj/item/projectile/P = hitby
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if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
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prime()
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return TRUE //It hit the grenade, not them
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/obj/item/grenade/afterattack(atom/target, mob/user)
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. = ..()
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if(active)
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user.throw_item(target)
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