-
-
Notifications
You must be signed in to change notification settings - Fork 444
/
Copy pathchem_grenade.dm
637 lines (525 loc) · 23.6 KB
/
chem_grenade.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
/obj/item/grenade/chem_grenade
name = "chemical grenade"
desc = "A custom made grenade."
icon_state = "chemg"
item_state = "flashbang"
w_class = WEIGHT_CLASS_SMALL
force = 2
var/stage = GRENADE_EMPTY
var/list/obj/item/reagent_containers/glass/beakers = list()
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle)
var/list/banned_containers = list(/obj/item/reagent_containers/glass/beaker/bluespace) //Containers to exclude from specific grenade subtypes
var/affected_area = 3
var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10°K upon ignition." // Appears when examining empty casings.
var/obj/item/assembly/prox_sensor/landminemode = null
var/can_dismantle = TRUE
/obj/item/grenade/chem_grenade/Initialize(mapload)
. = ..()
create_reagents(1000)
stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY.
wires = new /datum/wires/explosive/chem_grenade(src)
ADD_TRAIT(src, TRAIT_EMPPROOF_CONTENTS, "innate_empproof")
/obj/item/grenade/chem_grenade/examine(mob/user)
display_timer = (stage == GRENADE_READY) //show/hide the timer based on assembly state
. = ..()
if(user.can_see_reagents())
if(beakers.len)
. += span_notice("You scan the grenade and detect the following reagents:")
for(var/obj/item/reagent_containers/glass/G in beakers)
for(var/datum/reagent/R in G.reagents.reagent_list)
. += span_notice("[R.volume] units of [R.name] in the [G.name].")
if(beakers.len == 1)
. += span_notice("You detect no second beaker in the grenade.")
else
. += span_notice("You scan the grenade, but detect nothing.")
else if(stage != GRENADE_READY && beakers.len)
if(beakers.len == 2 && beakers[1].name == beakers[2].name)
. += span_notice("You see two [beakers[1].name]s inside the grenade.")
else
for(var/obj/item/reagent_containers/glass/G in beakers)
. += span_notice("You see a [G.name] inside the grenade.")
/obj/item/grenade/chem_grenade/attack_self(mob/user)
if(stage == GRENADE_READY && !active)
..()
if(stage == GRENADE_WIRED)
wires.interact(user)
/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
if(istype(I,/obj/item/assembly) && stage == GRENADE_WIRED)
wires.interact(user)
if(stage == GRENADE_WIRED && is_type_in_list(I, allowed_containers))
. = TRUE //no afterattack
if(is_type_in_list(I, banned_containers))
to_chat(user, span_warning("[src] is too small to fit [I]!")) // this one hits home huh anon?
return
if(beakers.len == 2)
to_chat(user, span_warning("[src] can not hold more containers!"))
return
else
if(I.reagents.total_volume)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You add [I] to the [initial(name)] assembly."))
beakers += I
var/reagent_list = pretty_string_from_reagent_list(I.reagents)
user.log_message("inserted [I] ([reagent_list]) into [src]",LOG_GAME)
else
to_chat(user, span_warning("[I] is empty!"))
else if(stage == GRENADE_EMPTY && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
if (C.use(1))
det_time = 50 // In case the cable_coil was removed and readded.
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You rig the [initial(name)] assembly."))
else
to_chat(user, span_warning("You need one length of coil to wire the assembly!"))
return
else
return ..()
/obj/item/grenade/chem_grenade/screwdriver_act(mob/living/user, obj/item/I)
SEND_SIGNAL(src, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), user, I)
if(stage == GRENADE_WIRED)
if(beakers.len)
I.play_tool_sound(src, 25)
to_chat(user, span_notice("You begin to secure the grenade assembly."))
if(I.use_tool(src, user, 3 SECONDS))
embedding = initial(embedding)
stage_change(GRENADE_READY)
to_chat(user, span_notice("You lock the [initial(name)] assembly."))
else
to_chat(user, span_warning("You need to add at least one beaker before locking the [initial(name)] assembly!"))
else if(stage == GRENADE_READY)
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
if(landminemode)
landminemode.time = det_time * 0.1 //overwrites the proxy sensor activation timer
to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
else
to_chat(user, span_warning("You need to add a wire!"))
/obj/item/grenade/chem_grenade/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(stage == GRENADE_READY && !active)
if(can_dismantle)
stage_change(GRENADE_WIRED)
to_chat(user, span_notice("You unlock the [initial(name)] assembly."))
else
to_chat(user, span_notice("There's no way to open [src]'s assembly."))
/obj/item/grenade/chem_grenade/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(stage == GRENADE_WIRED)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(drop_location())
if(!O.reagents)
continue
var/reagent_list = pretty_string_from_reagent_list(O.reagents)
user.log_message("removed [O] ([reagent_list]) from [src]", LOG_GAME)
beakers = list()
to_chat(user, span_notice("You open the [initial(name)] assembly and remove the payload."))
wires.detach_assembly(wires.get_wire(1))
return
new /obj/item/stack/cable_coil(get_turf(src),1)
stage_change(GRENADE_EMPTY)
to_chat(user, span_notice("You remove the activation mechanism from the [initial(name)] assembly."))
/obj/item/grenade/chem_grenade/proc/stage_change(N)
if(N)
stage = N
if(stage == GRENADE_EMPTY)
name = "[initial(name)] casing"
desc = "A do it yourself [initial(name)]! [initial(casedesc)]"
icon_state = initial(icon_state)
else if(stage == GRENADE_WIRED)
name = "unsecured [initial(name)]"
desc = "An unsecured [initial(name)] assembly."
icon_state = "[initial(icon_state)]_ass"
else if(stage == GRENADE_READY)
name = initial(name)
desc = initial(desc)
icon_state = "[initial(icon_state)]_locked"
/obj/item/grenade/chem_grenade/emp_act(severity)
..()
if(prob(4 * severity))
prime()
/obj/item/grenade/chem_grenade/on_found(mob/finder)
var/obj/item/assembly/A = wires.get_attached(wires.get_wire(1))
if(A)
A.on_found(finder)
/obj/item/grenade/chem_grenade/log_grenade(mob/user, turf/T)
var/reagent_string = ""
var/beaker_number = 1
for(var/obj/exploded_beaker in beakers)
if(!exploded_beaker.reagents)
continue
reagent_string += " ([exploded_beaker.name] [beaker_number++] : " + pretty_string_from_reagent_list(exploded_beaker.reagents.reagent_list) + ");"
if(landminemode)
log_bomber(user, "activated a proxy", src, "containing:[reagent_string]")
else
log_bomber(user, "primed a", src, "containing:[reagent_string]")
/obj/item/grenade/chem_grenade/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
var/turf/T = get_turf(src)
log_grenade(user, T) //Inbuilt admin procs already handle null users
if(user)
add_fingerprint(user)
if(msg)
if(landminemode)
to_chat(user, span_warning("You prime [src], activating its proximity sensor."))
else
to_chat(user, span_warning("You prime [src]! [DisplayTimeText(det_time)]!"))
playsound(src, 'sound/weapons/armbomb.ogg', volume, 1)
icon_state = initial(icon_state) + "_active"
if(landminemode)
landminemode.activate()
return
active = TRUE
addtimer(CALLBACK(src, PROC_REF(prime)), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/chem_grenade/prime()
if(stage != GRENADE_READY)
return
var/list/datum/reagents/reactants = list()
for(var/obj/item/reagent_containers/glass/G in beakers)
reactants += G.reagents
var/turf/detonation_turf = get_turf(src)
if(!chem_splash(detonation_turf, affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(src, 'sound/items/screwdriver2.ogg', 50, 1)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(drop_location())
beakers = list()
stage_change(GRENADE_EMPTY)
active = FALSE
return
// logs from custom assemblies priming are handled by the wire component
log_game("A grenade detonated at [AREACOORD(detonation_turf)]")
update_mob()
qdel(src)
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/grenade/chem_grenade/large
name = "large grenade"
desc = "A custom made large grenade. Larger splash range and increased ignition temperature compared to basic grenades. Fits exotic and bluespace based containers."
casedesc = "This casing affects a larger area than the basic model and can fit exotic containers, including slime cores and bluespace beakers. Heats contents by 25°K upon ignition."
icon_state = "large_grenade"
allowed_containers = list(/obj/item/reagent_containers/glass, /obj/item/reagent_containers/food/condiment, /obj/item/reagent_containers/food/drinks)
banned_containers = list()
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/grenade/chem_grenade/large/prime()
if(stage != GRENADE_READY)
return
for(var/obj/item/slime_extract/S in beakers)
if(S.Uses)
for(var/obj/item/reagent_containers/glass/G in beakers)
S.react_time = 0 SECONDS
G.reagents.trans_to(S, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally,
//otherwise drop it on the ground for timed reactions like gold.
if(S)
if(S.reagents && S.reagents.total_volume)
for(var/obj/item/reagent_containers/glass/G in beakers)
S.reagents.trans_to(G, S.reagents.total_volume)
else
S.forceMove(get_turf(src))
no_splash = TRUE
..()
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/slime_extract) && stage == GRENADE_WIRED)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You add [I] to the [initial(name)] assembly."))
beakers += I
else
return ..()
/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. Rapidly cools contents upon ignition."
casedesc = "Upon ignition, it rapidly cools contents by 100°K. Smaller splash range than regular casings."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. Heats up contents upon ignition."
casedesc = "Upon ignition, it rapidly heats contents by 500°K."
icon_state = "pyrog"
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
casedesc = "This casing is able to detonate more than once. Can be configured using a multitool."
icon_state = "timeg"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MULTITOOL && !active)
var/newspread = text2num(stripped_input(user, "Please enter a new spread amount", name))
if (newspread != null && user.canUseTopic(src, BE_CLOSE))
newspread = round(newspread)
unit_spread = clamp(newspread, 5, 100)
to_chat(user, span_notice("You set the time release to [unit_spread] units per detonation."))
if (newspread != unit_spread)
to_chat(user, span_notice("The new value is out of bounds. Minimum spread is 5 units, maximum is 100 units."))
..()
/obj/item/grenade/chem_grenade/adv_release/prime()
if(stage != GRENADE_READY)
return
var/total_volume = 0
for(var/obj/item/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(!total_volume)
qdel(src)
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
for(var/obj/item/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
var/turf/DT = get_turf(src)
addtimer(CALLBACK(src, PROC_REF(prime)), det_time)
log_game("A grenade detonated at [AREACOORD(DT)]")
//////////////////////////////
////// PREMADE GRENADES //////
//////////////////////////////
/obj/item/grenade/chem_grenade/metalfoam
name = "metal foam grenade"
desc = "Used for emergency sealing of hull breaches."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/metalfoam/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/aluminium, 30)
B2.reagents.add_reagent(/datum/reagent/foaming_agent, 10)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 10)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/radiation
name = "Rad Bomb"
desc = "The best grenade to irradiate the fuck out of someone."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/radiation/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/toxin/mutagen, 40)
B1.reagents.add_reagent(/datum/reagent/consumable/sugar, 10)
B2.reagents.add_reagent(/datum/reagent/potassium, 10)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 10)
B2.reagents.add_reagent(/datum/reagent/toxin/mutagen, 30)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/smart_metal_foam
name = "smart metal foam grenade"
desc = "Used for emergency sealing of hull breaches, while keeping areas accessible."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/smart_metal_foam/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/aluminium, 75)
B2.reagents.add_reagent(/datum/reagent/smart_foaming_agent, 25)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/incendiary
name = "incendiary grenade"
desc = "Used for clearing rooms of living things."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/incendiary/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/stable_plasma, 25)
B2.reagents.add_reagent(/datum/reagent/toxin/acid, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/antiweed
name = "weedkiller grenade"
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/antiweed/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/toxin/plantbgone, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/cleaner
name = "cleaner grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/cleaner/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
B2.reagents.add_reagent(/datum/reagent/water, 40)
B2.reagents.add_reagent(/datum/reagent/space_cleaner, 10)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/ez_clean
name = "cleaner grenade"
desc = "Waffle Co.-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = GRENADE_READY
can_dismantle = FALSE
/obj/item/grenade/chem_grenade/ez_clean/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 40)
B2.reagents.add_reagent(/datum/reagent/water, 40)
B2.reagents.add_reagent(/datum/reagent/space_cleaner/ez_clean, 60) //ensures a t h i c c distribution
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/teargas
name = "teargas grenade"
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/teargas/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 60)
B1.reagents.add_reagent(/datum/reagent/potassium, 40)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 40)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 40)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/facid
name = "acid grenade"
desc = "Used for melting armoured opponents."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/facid/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 290)
B1.reagents.add_reagent(/datum/reagent/potassium, 10)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 10)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 10)
B2.reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 280)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/colorful
name = "colorful grenade"
desc = "Used for wide scale painting projects."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/colorful/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/colorful_reagent, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/glitter
name = "generic glitter grenade"
desc = "You shouldn't see this description."
stage = GRENADE_READY
var/glitter_type = /datum/reagent/glitter
/obj/item/grenade/chem_grenade/glitter/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent(glitter_type, 25)
B1.reagents.add_reagent(/datum/reagent/potassium, 25)
B2.reagents.add_reagent(/datum/reagent/phosphorus, 25)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 25)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/glitter/pink
name = "pink glitter bomb"
desc = "For that HOT glittery look."
glitter_type = /datum/reagent/glitter/pink
/obj/item/grenade/chem_grenade/glitter/blue
name = "blue glitter bomb"
desc = "For that COOL glittery look."
glitter_type = /datum/reagent/glitter/blue
/obj/item/grenade/chem_grenade/glitter/white
name = "white glitter bomb"
desc = "For that somnolent glittery look."
glitter_type = /datum/reagent/glitter/white
/obj/item/grenade/chem_grenade/clf3
name = "clf3 grenade"
desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/clf3/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 250)
B1.reagents.add_reagent(/datum/reagent/clf3, 50)
B2.reagents.add_reagent(/datum/reagent/water, 250)
B2.reagents.add_reagent(/datum/reagent/clf3, 50)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/bioterrorfoam
name = "Bio terror foam grenade"
desc = "Tiger Cooperative chemical foam grenade. Causes temporary irritation, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin."
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/bioterrorfoam/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/cryptobiolin, 75)
B1.reagents.add_reagent(/datum/reagent/water, 50)
B1.reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 50)
B1.reagents.add_reagent(/datum/reagent/toxin/spore, 75)
B1.reagents.add_reagent(/datum/reagent/itching_powder, 50)
B2.reagents.add_reagent(/datum/reagent/fluorosurfactant, 150)
B2.reagents.add_reagent(/datum/reagent/toxin/mutagen, 150)
beakers += B1
beakers += B2
/obj/item/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 = GRENADE_READY
/obj/item/grenade/chem_grenade/tuberculosis/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/potassium, 50)
B1.reagents.add_reagent(/datum/reagent/phosphorus, 50)
B1.reagents.add_reagent(/datum/reagent/fungalspores, 200)
B2.reagents.add_reagent(/datum/reagent/blood, 250)
B2.reagents.add_reagent(/datum/reagent/consumable/sugar, 50)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/holy
name = "holy hand grenade"
desc = "A vessel of concentrated religious might."
icon_state = "holy_grenade"
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/holy/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/potassium, 100)
B2.reagents.add_reagent(/datum/reagent/water/holywater, 100)
beakers += B1
beakers += B2
/obj/item/grenade/chem_grenade/holywater
name = "holy foam grenade"
desc = "A vessel of concentrated religious foam."
icon_state = "holy_grenade"
stage = GRENADE_READY
/obj/item/grenade/chem_grenade/holywater/Initialize(mapload)
. = ..()
var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent(/datum/reagent/fluorosurfactant, 30)
B2.reagents.add_reagent(/datum/reagent/water, 30)
B2.reagents.add_reagent(/datum/reagent/water/holywater, 30)
B2.reagents.add_reagent(/datum/reagent/consumable/sodiumchloride, 30)
beakers += B1
beakers += B2