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atmos_grenades.dm
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atmos_grenades.dm
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/obj/item/grenade/gas_crystal
desc = "Some kind of crystal, this shouldn't spawn"
name = "Gas Crystal"
icon = 'icons/obj/grenade.dmi'
icon_state = "bluefrag"
inhand_icon_state = "flashbang"
resistance_flags = FIRE_PROOF
/obj/item/grenade/gas_crystal/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
log_grenade(user) //Inbuilt admin procs already handle null users
if(user)
add_fingerprint(user)
if(msg)
to_chat(user, span_warning("You crush the [src]! [capitalize(DisplayTimeText(det_time))]!"))
if(shrapnel_type && shrapnel_radius)
shrapnel_initialized = TRUE
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
active = TRUE
icon_state = initial(icon_state) + "_active"
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', volume, TRUE)
SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
if(user)
SEND_SIGNAL(src, COMSIG_MOB_GRENADE_ARMED, user, src, det_time, delayoverride)
addtimer(CALLBACK(src, .proc/detonate), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/gas_crystal/healium_crystal
name = "Healium crystal"
desc = "A crystal made from the Healium gas, it's cold to the touch."
icon_state = "healium_crystal"
///Range of the grenade that will cool down and affect mobs
var/fix_range = 7
/obj/item/grenade/gas_crystal/healium_crystal/detonate(mob/living/lanced_by)
. = ..()
update_mob()
playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
var/list/connected_turfs = detect_room(origin = get_turf(src), max_size = fix_range)
var/datum/gas_mixture/base_mix = new
base_mix.parse_gas_string(OPENTURF_DEFAULT_ATMOS)
for(var/turf/open/turf_fix in connected_turfs)
if(turf_fix.blocks_air)
continue
turf_fix.assume_air(base_mix)
qdel(src)
/obj/item/grenade/gas_crystal/proto_nitrate_crystal
name = "Proto Nitrate crystal"
desc = "A crystal made from the Proto Nitrate gas, you can see the liquid gases inside."
icon_state = "proto_nitrate_crystal"
///Range of the grenade air refilling
var/refill_range = 5
///Amount of Nitrogen gas released (close to the grenade)
var/n2_gas_amount = 80
///Amount of Oxygen gas released (close to the grenade)
var/o2_gas_amount = 30
/obj/item/grenade/gas_crystal/proto_nitrate_crystal/detonate(mob/living/lanced_by)
. = ..()
update_mob()
playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
for(var/turf/turf_loc in view(refill_range, loc))
if(!isopenturf(turf_loc))
continue
var/distance_from_center = max(get_dist(turf_loc, loc), 1)
var/turf/open/floor_loc = turf_loc
floor_loc.atmos_spawn_air("n2=[n2_gas_amount / distance_from_center];o2=[o2_gas_amount / distance_from_center];TEMP=273")
qdel(src)
/obj/item/grenade/gas_crystal/nitrous_oxide_crystal
name = "N2O crystal"
desc = "A crystal made from the N2O gas, you can see the liquid gases inside."
icon_state = "n2o_crystal"
///Range of the grenade air refilling
var/fill_range = 1
///Amount of n2o gas released (close to the grenade)
var/n2o_gas_amount = 10
/obj/item/grenade/gas_crystal/nitrous_oxide_crystal/detonate(mob/living/lanced_by)
. = ..()
update_mob()
playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
for(var/turf/turf_loc in view(fill_range, loc))
if(!isopenturf(turf_loc))
continue
var/distance_from_center = max(get_dist(turf_loc, loc), 1)
var/turf/open/floor_loc = turf_loc
floor_loc.atmos_spawn_air("n2o=[n2o_gas_amount / distance_from_center];TEMP=273")
qdel(src)
/obj/item/grenade/gas_crystal/crystal_foam
name = "crystal foam"
desc = "A crystal with a foggy inside"
icon_state = "crystal_foam"
var/breach_range = 7
/obj/item/grenade/gas_crystal/crystal_foam/detonate(mob/living/lanced_by)
. = ..()
var/datum/reagents/first_batch = new
var/datum/reagents/second_batch = new
var/list/datum/reagents/reactants = list()
first_batch.add_reagent(/datum/reagent/aluminium, 75)
second_batch.add_reagent(/datum/reagent/smart_foaming_agent, 25)
second_batch.add_reagent(/datum/reagent/toxin/acid/fluacid, 25)
reactants += first_batch
reactants += second_batch
var/turf/detonation_turf = get_turf(src)
chem_splash(detonation_turf, breach_range, reactants)
playsound(src, 'sound/effects/spray2.ogg', 100, TRUE)
log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
update_mob()
qdel(src)