7ba8af5222
Reorganizes all flashing to use the same mob proc 'flash_eyes()' (welding tool use, flashbang, flashers, laserpointers, etc). Fixes making sandstone not stacking the result sandstones on the floor. Sandstone, grass tile and carpet tile now look for other incomplete stack on their creation location to try to put them all in one stack (exactly like wood planks). Fix typos. Remove banglet var from all flashbangs, making flashbangs from clusters behave exactly like the other ones. Renames eyecheck()proc to check_eye_prot() and moves it to mob/living level, elso creates check_ear_prot() for checking ear protection.
41 lines
1.4 KiB
Plaintext
41 lines
1.4 KiB
Plaintext
/obj/item/weapon/grenade/spawnergrenade
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desc = "It will unleash unleash an unspecified anomaly into the vicinity."
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name = "delivery grenade"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = "materials=3;magnets=4"
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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/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.
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update_mob()
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/human/M in viewers(T, null))
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M.flash_eyes()
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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// Spawn some hostile syndicate critters
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qdel(src)
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "viscerator delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/viscerator
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=4"
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/obj/item/weapon/grenade/spawnergrenade/spesscarp
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name = "carp delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/carp
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=4" |