34bdee117d
Keeps it in the game log though (for investigations)
467 lines
16 KiB
Plaintext
467 lines
16 KiB
Plaintext
#define EMPTY 1
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#define WIRED 2
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#define READY 3
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/obj/item/weapon/grenade/chem_grenade
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name = "grenade"
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desc = "A custom made grenade."
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icon_state = "chemg"
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item_state = "flashbang"
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w_class = 2
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force = 2
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var/stage = EMPTY
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var/list/beakers = list()
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var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
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var/affected_area = 3
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var/obj/item/device/assembly_holder/nadeassembly = null
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var/assemblyattacher
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/obj/item/weapon/grenade/chem_grenade/New()
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create_reagents(1000)
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stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
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/obj/item/weapon/grenade/chem_grenade/examine(mob/user)
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display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state
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..()
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/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user)
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if(stage == READY && !active)
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if(nadeassembly)
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nadeassembly.attack_self(user)
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else if(clown_check(user))
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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message_admins("[key_name_admin(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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user << "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
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active = 1
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icon_state = initial(icon_state) + "_active"
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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prime()
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/obj/item/weapon/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(stage == WIRED)
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if(beakers.len)
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stage_change(READY)
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user << "<span class='notice'>You lock the [initial(name)] assembly.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
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else
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user << "<span class='warning'>You need to add at least one beaker before locking the [initial(name)] assembly!</span>"
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else if(stage == READY && !nadeassembly)
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det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
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user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
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else if(stage == EMPTY)
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user << "<span class='warning'>You need to add an activation mechanism!</span>"
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else if(stage == WIRED && is_type_in_list(I, allowed_containers))
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if(beakers.len == 2)
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user << "<span class='warning'>[src] can not hold more containers!</span>"
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return
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else
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if(I.reagents.total_volume)
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if(!user.unEquip(I))
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return
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user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
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I.loc = src
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beakers += I
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else
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user << "<span class='warning'>[I] is empty!</span>"
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else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/A = I
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if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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return
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if(!user.unEquip(I))
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return
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nadeassembly = A
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A.master = src
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A.loc = src
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assemblyattacher = user.ckey
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stage_change(WIRED)
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user << "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>"
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else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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if (C.use(1))
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det_time = 50 // In case the cable_coil was removed and readded.
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stage_change(WIRED)
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user << "<span class='notice'>You rig the [initial(name)] assembly.</span>"
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else
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user << "<span class='warning'>You need one length of coil to wire the assembly!</span>"
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return
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else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
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stage_change(WIRED)
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user << "<span class='notice'>You unlock the [initial(name)] assembly.</span>"
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else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
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if(beakers.len)
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for(var/obj/O in beakers)
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O.loc = get_turf(src)
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beakers = list()
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user << "<span class='notice'>You open the [initial(name)] assembly and remove the payload.</span>"
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return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism.
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if(nadeassembly)
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nadeassembly.loc = get_turf(src)
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nadeassembly.master = null
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nadeassembly = null
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else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
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new /obj/item/stack/cable_coil(get_turf(src),1)
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stage_change(EMPTY)
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user << "<span class='notice'>You remove the activation mechanism from the [initial(name)] assembly.</span>"
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/obj/item/weapon/grenade/chem_grenade/proc/stage_change(N)
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if(N)
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stage = N
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if(stage == EMPTY)
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name = "[initial(name)] casing"
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desc = "A do it yourself [initial(name)] casing!"
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icon_state = initial(icon_state)
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else if(stage == WIRED)
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name = "unsecured [initial(name)]"
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desc = "An unsecured [initial(name)] assembly."
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icon_state = "[initial(icon_state)]_ass"
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else if(stage == READY)
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name = initial(name)
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desc = initial(desc)
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icon_state = "[initial(icon_state)]_locked"
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//assembly stuff
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/obj/item/weapon/grenade/chem_grenade/receive_signal()
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prime()
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/obj/item/weapon/grenade/chem_grenade/Crossed(atom/movable/AM)
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if(nadeassembly)
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nadeassembly.Crossed(AM)
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/obj/item/weapon/grenade/chem_grenade/on_found(mob/finder)
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if(nadeassembly)
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nadeassembly.on_found(finder)
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/obj/item/weapon/grenade/chem_grenade/prime()
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if(stage != READY || !reagents)
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return
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var/has_reagents
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for(var/obj/item/I in beakers)
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if(I.reagents.total_volume)
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has_reagents = 1
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if(!has_reagents)
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playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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return
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if(nadeassembly)
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var/mob/M = get_mob_by_ckey(assemblyattacher)
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var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
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var/turf/T = get_turf(src)
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var/area/A = get_area(T)
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message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
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log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
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playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
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var/turf/DT = get_turf(src)
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var/area/DA = get_area(DT)
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log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
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update_mob()
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mix_reagents()
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if(reagents.total_volume) //The possible reactions didnt use up all reagents, so we spread it around.
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var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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var/list/viewable = view(affected_area, loc)
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var/list/accessible = can_flood_from(loc, affected_area)
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var/list/reactable = accessible
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var/mycontents = GetAllContents()
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for(var/turf/T in accessible)
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for(var/atom/A in T.GetAllContents())
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if(A in mycontents) continue
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if(!(A in viewable)) continue
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reactable |= A
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if(!reactable.len) //Nothing to react with. Probably means we're in nullspace.
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qdel(src)
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return
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var/fraction = 1/reactable.len
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for(var/atom/A in reactable)
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reagents.reaction(A, TOUCH, fraction)
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qdel(src)
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/obj/item/weapon/grenade/chem_grenade/proc/mix_reagents()
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var/total_temp
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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total_temp += G.reagents.chem_temp
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reagents.chem_temp = total_temp
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/obj/item/weapon/grenade/chem_grenade/proc/can_flood_from(myloc, maxrange)
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var/turf/myturf = get_turf(myloc)
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var/list/reachable = list(myloc)
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for(var/i=1; i<=maxrange; i++)
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var/list/turflist = list()
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for(var/turf/T in (orange(i, myloc) - orange(i-1, myloc)))
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turflist |= T
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for(var/turf/T in turflist)
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if( !(get_dir(T,myloc) in cardinal) && (abs(T.x - myturf.x) == abs(T.y - myturf.y) ))
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turflist.Remove(T)
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turflist.Add(T) // we move the purely diagonal turfs to the end of the list.
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for(var/turf/T in turflist)
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if(T in reachable) continue
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for(var/turf/NT in orange(1, T))
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if(!(NT in reachable)) continue
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if(!(get_dir(T,NT) in cardinal)) continue
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if(!NT.CanAtmosPass(T)) continue
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reachable |= T
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break
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return reachable
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//Large chem grenades accept slime cores and use the appropriately.
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/obj/item/weapon/grenade/chem_grenade/large
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name = "large grenade"
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desc = "A custom made large grenade."
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icon_state = "large_grenade"
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
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/obj/item/weapon/reagent_containers/food/drinks)
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origin_tech = "combat=3;materials=3"
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affected_area = 4
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/obj/item/weapon/grenade/chem_grenade/large/mix_reagents()
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for(var/obj/item/slime_extract/S in beakers)
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if(S.Uses)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(S, G.reagents.total_volume)
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//If there is still a core (sometimes it's used up)
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//and there are reagents left, behave normally
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if(S && S.reagents && S.reagents.total_volume)
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S.reagents.trans_to(src,S.reagents.total_volume)
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return
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..()
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//I tried to just put it in the allowed_containers list but
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//if you do that it must have reagents. If you're going to
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//make a special case you might as well do it explicitly. -Sayu
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/obj/item/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/slime_extract) && stage == WIRED)
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if(!user.unEquip(I))
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return
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user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
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I.loc = src
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beakers += I
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else
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return ..()
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/obj/item/weapon/grenade/chem_grenade/metalfoam
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name = "metal foam grenade"
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desc = "Used for emergency sealing of air breaches."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/metalfoam/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminium", 30)
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B2.reagents.add_reagent("foaming_agent", 10)
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B2.reagents.add_reagent("facid", 10)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/incendiary
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name = "incendiary grenade"
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desc = "Used for clearing rooms of living things."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/incendiary/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("stable_plasma", 25)
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B2.reagents.add_reagent("sacid", 25)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/antiweed
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name = "weedkiller grenade"
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desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/antiweed/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("plantbgone", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/cleaner
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name = "cleaner grenade"
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desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/cleaner/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("fluorosurfactant", 40)
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B2.reagents.add_reagent("water", 40)
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B2.reagents.add_reagent("cleaner", 10)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/teargas
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name = "teargas grenade"
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desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/teargas/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent("condensedcapsaicin", 60)
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B1.reagents.add_reagent("potassium", 40)
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B2.reagents.add_reagent("phosphorus", 40)
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B2.reagents.add_reagent("sugar", 40)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/facid
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name = "acid grenade"
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desc = "Used for melting armoured opponents."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/facid/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
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B1.reagents.add_reagent("facid", 290)
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B1.reagents.add_reagent("potassium", 10)
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B2.reagents.add_reagent("phosphorus", 10)
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B2.reagents.add_reagent("sugar", 10)
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B2.reagents.add_reagent("facid", 280)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/colorful
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name = "colorful grenade"
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desc = "Used for wide scale painting projects."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/colorful/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("colorful_reagent", 25)
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B1.reagents.add_reagent("potassium", 25)
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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beakers += B1
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beakers += B2
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/obj/item/weapon/grenade/chem_grenade/clf3
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name = "clf3 grenade"
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desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas."
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stage = READY
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/obj/item/weapon/grenade/chem_grenade/clf3/New()
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..()
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var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
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var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
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|
B1.reagents.add_reagent("fluorosurfactant", 250)
|
|
B1.reagents.add_reagent("clf3", 50)
|
|
B2.reagents.add_reagent("water", 250)
|
|
B2.reagents.add_reagent("clf3", 50)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/bioterrorfoam
|
|
name = "Bio terror foam grenade"
|
|
desc = "Tiger Cooperative chemical foam grenade. Causes temporary irration, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin"
|
|
stage = READY
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/bioterrorfoam/New()
|
|
..()
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("cryptobiolin", 75)
|
|
B1.reagents.add_reagent("water", 50)
|
|
B1.reagents.add_reagent("mutetoxin", 50)
|
|
B1.reagents.add_reagent("spore", 75)
|
|
B1.reagents.add_reagent("itching_powder", 50)
|
|
B2.reagents.add_reagent("fluorosurfactant", 150)
|
|
B2.reagents.add_reagent("mutagen", 150)
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/tuberculosis
|
|
name = "Fungal tuberculosis grenade"
|
|
desc = "WARNING: GRENADE WILL RELEASE DEADLY SPORES CONTAINING ACTIVE AGENTS. SEAL SUIT AND AIRFLOW BEFORE USE."
|
|
stage = READY
|
|
|
|
/obj/item/weapon/grenade/chem_grenade/tuberculosis/New()
|
|
..()
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B1 = new(src)
|
|
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/B2 = new(src)
|
|
|
|
B1.reagents.add_reagent("potassium", 50)
|
|
B1.reagents.add_reagent("phosphorus", 50)
|
|
B1.reagents.add_reagent("fungalspores", 200)
|
|
B2.reagents.add_reagent("blood", 250)
|
|
B2.reagents.add_reagent("sugar", 50)
|
|
|
|
beakers += B1
|
|
beakers += B2
|
|
|
|
#undef EMPTY
|
|
#undef WIRED
|
|
#undef READY
|