Files
FlamingLilyandGitHub db1ed482fc Nerfs stinger grenades by about 50% (#20864)
Stingers are, in my opinion, one of if not the single most lethal
grenade type in our codebase.
They are a LTL option.
Considering they're also standard armoury equiment, I think it's fair to
bring them down a little. Hopefully they'll see more use.
2025-06-23 16:27:24 +00:00

63 lines
2.0 KiB
Plaintext

///Stinger grenade projectile
/obj/projectile/bullet/rubberball/stinger_ball
damage = 2
agony = 25
armor_penetration = 10
range_step = 2
embed = FALSE
base_spread = 0
spread_step = 20
suppressed = TRUE //embedding messages are still produced so it's kind of weird when enabled.
muzzle_type = null
/obj/item/grenade/stinger
name = "stinger grenade"
desc = "A stinger grenade, designed to explode and expel rubber balls over an area for less-lethal takedowns. Popular with many law enforcement agencies."
icon_state = "stinger"
var/num_fragments = 50 ///total number of balls produced by the grenade
var/fragment_damage = 2
var/damage_step = 3 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
var/explosion_size = 1 ///size of the center explosion
//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
var/spread_range = 7
/obj/item/grenade/stinger/proc/sting(var/source, var/fragmin, var/fragmax, var/light_dam, var/flash_dam, var/p_dam, var/p_range, var/can_cover=TRUE, var/shard_range = 50)
var/turf/O = get_turf(source)
var/fragger = rand(fragmin,fragmax)
explosion(O, -1, -1, light_dam, flash_dam)
var/list/target_turfs = getcircle(O, 7)
var/fragments_per_projectile = round(fragger/target_turfs.len)
for(var/turf/T in target_turfs)
var/obj/projectile/bullet/rubberball/stinger_ball/P = new (O)
P.damage = p_dam
P.balls = fragments_per_projectile
P.range_step = p_range
P.range = shard_range
P.name = "rubber ball"
P.preparePixelProjectile(T, get_turf(source))
P.firer = source
P.fired_from = source
P.fire()
if(can_cover)
for(var/mob/living/M in O)
if(M.lying && isturf(get_turf(source)))
P.process_hit(get_turf(M), M)
else
if(prob(20))
P.process_hit(get_turf(M), M)
/obj/item/grenade/stinger/prime()
..()
INVOKE_ASYNC(src, PROC_REF(sting), src, num_fragments, num_fragments, explosion_size, explosion_size+1, fragment_damage, damage_step, TRUE)
qdel(src)