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Original file line number | Diff line number | Diff line change |
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//currently only used by energy-type guns, that may change in the future. | ||
/obj/item/weapon/cell/device | ||
name = "device power cell" | ||
desc = "A small power cell designed to power handheld devices." | ||
icon_state = "dcell" | ||
item_state = "egg6" | ||
w_class = ITEM_SIZE_SMALL | ||
force = 0 | ||
throw_speed = 5 | ||
throw_range = 7 | ||
maxcharge = 480 | ||
charge_amount = 5 | ||
matter = list("metal" = 350, "glass" = 50) | ||
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/obj/item/weapon/cell/device/weapon | ||
name = "weapon power cell" | ||
desc = "A small power cell designed to power handheld weaponry." | ||
icon_state = "wcell" | ||
maxcharge = 2400 | ||
charge_amount = 20 | ||
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/obj/item/weapon/cell/device/weapon/empty/initialize() | ||
..() | ||
charge = 0 | ||
update_icon() | ||
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/obj/item/weapon/cell/device/weapon/recharge | ||
name = "self-charging weapon power cell" | ||
desc = "A small power cell designed to power handheld weaponry. This one recharges itself." | ||
// icon_state = "wcell" //TODO: Different sprite | ||
self_recharge = TRUE | ||
charge_amount = 120 | ||
charge_delay = 75 | ||
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/obj/item/weapon/cell/device/weapon/recharge/captain | ||
charge_amount = 160 //Recharges a lot more quickly... | ||
charge_delay = 100 //... but it takes a while to get started |
22 changes: 0 additions & 22 deletions
22
...game/objects/items/weapons/power_cells.dm → ...bjects/items/weapons/cells/power_cells.dm
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Original file line number | Diff line number | Diff line change |
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//Fucking normal IED for buleshift | ||
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/obj/item/weapon/reagent_containers/glass/drinks/cans/attackby(var/obj/item/I, mob/user as mob) | ||
if(istype(I, /obj/item/device/assembly/igniter)) | ||
var/obj/item/device/assembly/igniter/G = I | ||
var/obj/item/weapon/grenade/iedcasing/W = new /obj/item/weapon/grenade/iedcasing | ||
user.unEquip(G) | ||
user.unEquip(src) | ||
user.put_in_hands(W) | ||
user << "<span class='notice'>You stuff the [I] in the [src], emptying the contents beforehand.</span>" | ||
W.underlays += image(src.icon, icon_state = src.icon_state) | ||
qdel(I) | ||
qdel(src) | ||
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/obj/item/weapon/grenade/iedcasing | ||
name = "improvised explosive assembly" | ||
desc = "An igniter stuffed into an aluminium shell." | ||
w_class = 2.0 | ||
icon = 'icons/obj/grenade.dmi' | ||
icon_state = "improvised_grenade" | ||
item_state = "flashbang" | ||
throw_speed = 3 | ||
throw_range = 7 | ||
flags = CONDUCT | ||
slot_flags = SLOT_BELT | ||
var/assembled = 0 | ||
active = 1 | ||
det_time = 50 | ||
display_timer = 0 | ||
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/obj/item/weapon/grenade/iedcasing/afterattack(atom/target, mob/user , flag) //Filling it with fuel!!! | ||
if(assembled == 0) | ||
if(istype(target, /obj/structure/reagent_dispensers/fueltank) && in_range(src, target)) | ||
if(target.reagents.total_volume < 50) | ||
user << "<span class='notice'>There's not enough fuel left to work with.</span>" | ||
return | ||
var/obj/structure/reagent_dispensers/fueltank/F = target | ||
F.reagents.remove_reagent("fuel", 50, 1)//Deleting 50 fuel from the welding fuel tank, | ||
assembled = 1 | ||
user << "<span class='notice'>You've filled the makeshift explosive with welding fuel.</span>" | ||
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) | ||
desc = "An improvised explosive assembly. Filled to the brim with 'Explosive flavor'" | ||
overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled") | ||
return | ||
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/obj/item/weapon/grenade/iedcasing/attackby(var/obj/item/I, mob/user as mob) //Wiring in progress... | ||
if(istype(I, /obj/item/stack/cable_coil)) | ||
if(assembled == 1) | ||
var/obj/item/stack/cable_coil/C = I | ||
C.use(1) | ||
assembled = 2 | ||
user << "<span class='notice'>You wire the igniter to detonate the fuel.</span>" | ||
desc = "A weak, improvised explosive." | ||
overlays += image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_wired") | ||
name = "improvised explosive" | ||
active = 0 | ||
det_time = rand(30,80) | ||
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/obj/item/weapon/grenade/iedcasing/attack_self(mob/user as mob) //Bombing | ||
if(!active) | ||
if(clown_check(user)) | ||
user << "<span class='warning'>You light the [name]!</span>" | ||
active = 1 | ||
overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled") | ||
icon_state = initial(icon_state) + "_active" | ||
assembled = 3 | ||
add_fingerprint(user) | ||
var/turf/bombturf = get_turf(src) | ||
var/area/A = get_area(bombturf) | ||
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message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</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>.") | ||
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).") | ||
if(iscarbon(user)) | ||
var/mob/living/carbon/C = user | ||
C.throw_mode_on() | ||
spawn(det_time) | ||
prime() | ||
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/obj/item/weapon/grenade/iedcasing/prime() //Blowing IED | ||
update_mob() | ||
explosion(src.loc,-1,0,2) | ||
qdel(src) | ||
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/obj/item/weapon/grenade/iedcasing/examine() | ||
set src in usr | ||
..() | ||
if(assembled == 3) | ||
usr << "You can't tell when it will explode!" | ||
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/obj/item/weapon/grenade/proc/update_mob() | ||
if(ismob(loc)) | ||
var/mob/M = loc | ||
M.drop_from_inventory(src) |
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