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inprog2
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TotalEpicness committed Feb 15, 2024
1 parent 5c3e56f commit d655a45
Showing 1 changed file with 66 additions and 0 deletions.
66 changes: 66 additions & 0 deletions code/game/objects/items/explosives/grenades/marines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -749,3 +749,69 @@
burn_level = BURN_LEVEL_TIER_8
radius = 3
fire_type = FIRE_VARIANT_DEFAULT




/*
//================================================
Special
//================================================
*/
/obj/item/explosive/grenade/sebb
name = "\improper G2 Electroshock grenade"
desc = "An Armat battlefield systems G2 Electroshock grenade, otherwise known as the 'Sonic Electric Bouncing Betty' or imformally as the 'Sonic Electric Ball Breakers'. As it's name implies it can be used as a landmine or a grenade. When triggered it propels to a height of around one meter and near instantly releases a 1.2 GigaVolts sonic payload that seizes up the central nervous system while causing mild to moderate energy damage."
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/sebb/prime()
//flick('icons/effects/sebb.dmi',src)

new /obj/effect/overlay/sebb(src.loc)
for(var/atom/thing 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, thing)
spark.start()
for(var/mob/living/Mob in oview(range,src))
var/mob_range = get_dist(src,Mob)
to_chat(world,mob_range)
var/dam_factor = mob_range * dam_range_mult
to_chat(world,dam_factor)
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.client)) continue
if(mob_range < 1) // they are probably dead if human so no unique human stuff.
Mob.KnockDown(2)
Mob.Superslow(3)
Mob.eye_blurry = damage_applied/4
else
Mob.Slow(damage_applied/mob_range)
to_chat(Mob,SPAN_HIGHDANGER("Your entire body seizes up as a powerful shock courses through it!"))

qdel(src)

/obj/effect/overlay/sebb
name = "Danger"
icon = 'icons/effects/sebb.dmi'
icon_state = "sebb_explode"
layer = ABOVE_LIGHTING_PLANE
var/time_to_live = 1 SECONDS

appearance_flags = RESET_COLOR|KEEP_APART


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

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