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G2 Electroshock grenade #66

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119 changes: 119 additions & 0 deletions code/game/objects/items/explosives/grenades/marines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -713,6 +713,125 @@
s.start()
qdel(src)





/*
//================================================
Special
//================================================
*/
/obj/item/explosive/grenade/sebb
name = "\improper G2 Electroshock grenade"
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Suggested change
name = "\improper G2 Electroshock grenade"
name = "\improper G2 electroshock grenade"

desc = "This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon."
icon_state = "grenade_sebb"
item_state = "grenade_sebb"
det_time = 40
var/range = 5
var/damage = 120 // Generic Energy damage from 1.2 GV. Distance scaled
var/dam_range_mult = 15 // Range is multiplied by this, then damage is subracted by this


/obj/item/explosive/grenade/afterattack(atom/target, mob/user, proximity)
if(!proximity || active || !isturf(target))
return

if(user.action_busy)
return

var/turf/T = target
to_chat(user, SPAN_NOTICE("You switch \the [src] into landmind mode and start burying it..."))
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Suggested change
to_chat(user, SPAN_NOTICE("You switch \the [src] into landmind mode and start burying it..."))
to_chat(user, SPAN_NOTICE("You switch \the [src] into landmine mode and start burying it..."))

playsound(user.loc, 'sound/effects/thud.ogg', 100, 6)
if(!do_after(user,20 * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD))
to_chat(user, SPAN_NOTICE("You stop digging."))
return
new /obj/item/explosive/mine/sebb(T.loc)
qdel(src)

/obj/item/explosive/grenade/sebb/activate()
..()
var/soundtime = det_time - 5
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound),src.loc,'sound/effects/sebb_beep.ogg',60,0, 10),soundtime)
addtimer(CALLBACK(src, PROC_REF(hover)),soundtime)
//playsound(src.loc, 'sound/effects/sebb.ogg', 60, 1, 10)

/obj/item/explosive/grenade/sebb/proc/hover()
icon_state = "grenade_sebb_active"
return

/obj/item/explosive/grenade/sebb/prime()
//flick('icons/effects/sebb.dmi',src)
new /obj/effect/overlay/sebb(src.loc)
playsound(src.loc, 'sound/effects/sebb_explode.ogg', 75, 0, 10)
for(var/turf/turf in oview(range,src)) // special effect funnies
if(prob(25))
var/datum/effect_system/spark_spread/spark = new /datum/effect_system/spark_spread
spark.set_up(2, 1, turf)
spark.start()
for(var/mob/living/Mob in oview(range,src))
var/mob_range = get_dist(src,Mob)
to_chat(world,mob_range) /// REMOVETHIS REMOVETHIS
var/dam_factor = mob_range * dam_range_mult
to_chat(world,dam_factor) /// REMOVETHIS REMOVETHIS
var/damage_applied = damage - dam_factor //divides damage
if(ishuman(Mob))
var/mob/living/carbon/human/shockedH = Mob
shockedH.take_overall_armored_damage(damage_applied ,ARMOR_ENERGY,BURN, 90) // 90% chance to be on additional limbs
shockedH.make_dizzy(damage_applied*3)
shockedH.make_jittery(damage_applied*3)
shockedH.emote("pain")
else
Mob.apply_damage(damage_applied, BURN)
//Mob.KnockDown(5) /// REMOVETHIS REMOVETHIS
if(mob_range < 1)
Mob.KnockDown(2)
Mob.Superslow(3)
Mob.eye_blurry = damage_applied/4
else
Mob.Slow(damage_applied/mob_range)
to_chat_immediate(world,SPAN_ALERT(damage_applied/mob_range))
to_chat(Mob,SPAN_HIGHDANGER("Your entire body seizes up as a powerful shock courses through it!"))

qdel(src)


/obj/item/explosive/grenade/sebb/primed
name = "\improper G2 Electroshock grenade"
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Suggested change
name = "\improper G2 Electroshock grenade"
name = "\improper G2 electroshock grenade"

desc = "A G2 Electroshock Grenade, looks like its quite angry! Oh shit!"
icon_state = "grenade_sebb_active"
det_time = 10

/obj/item/explosive/grenade/sebb/primed/New()
activate()

/obj/effect/overlay/sebb
name = "Danger"
icon = 'icons/effects/sebb.dmi'
icon_state = "sebb_explode" // testing
layer = ABOVE_LIGHTING_PLANE
var/time_to_live = 1 SECONDS
pixel_x = -175
pixel_y = -175
appearance_flags = RESET_COLOR



/obj/effect/overlay/sebb/New()
addtimer(CALLBACK(GLOBAL_PROC,.proc/qdel,src),time_to_live)

/obj/item/explosive/grenade/sebb/proc/unique_action(mob/user)
var/mob/living/carbon/human/Human = user
user.visible_message(SPAN_NOTICE("\The [user] starts preparing the [src]'s mine mode"), \
SPAN_NOTICE("You preparing \the [src] to be deployed as a mine."), null, 5)
if(!do_after(Human, 5 SECONDS, INTERRUPT_INCAPACITATED & INTERRUPT_NEEDHAND, BUSY_ICON_HOSTILE))
return
new /obj/item/explosive/mine/sebb(src)
user.visible_message(SPAN_NOTICE("[user] plants \the [src] into the ground!"), \
SPAN_NOTICE("You plant \the [src] into the ground as a mine."), null, 5)
qdel(src)
return

// abstract grenades used for hijack explosions

/obj/item/explosive/grenade/high_explosive/bursting_pipe
Expand Down
17 changes: 17 additions & 0 deletions code/game/objects/items/explosives/mine.dm
Original file line number Diff line number Diff line change
Expand Up @@ -314,3 +314,20 @@
customizable = TRUE
matter = list("metal" = 3750)
has_blast_wave_dampener = TRUE

// Other mine types

/obj/item/explosive/mine/sebb // SEBB mine mode
icon_state = "grenade_sebb_planted"
map_deployed = TRUE

/obj/item/explosive/mine/sebb/disarm()
. = ..()
new /obj/item/explosive/grenade/sebb(src)
qdel(src)

/obj/item/explosive/mine/sebb/prime()
set waitfor = 0
new /obj/item/explosive/grenade/sebb/primed(src)
if(!QDELETED(src))
disarm()
Binary file added icons/effects/sebb.dmi
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Binary file modified icons/obj/items/weapons/grenade.dmi
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Binary file added sound/effects/sebb.ogg
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Binary file added sound/effects/sebb_beep.ogg
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Binary file added sound/effects/sebb_explode.ogg
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