Super stable bomb payloads actually don't blow up when burnt (#95053)

## About The Pull Request

Super stable bomb payloads aren't supposed to detonate when burnt, but
because making a subtype proc that calls parent does literally nothing
that wasn't the case.

I can't for the life of me remember a way to call two parents down, so
it's just a check on `/obj/item/bombcore/burn()`.

## Why It's Good For The Game

"Super-stable" my ass
This was already supposed to be the case, as evidenced by both its
description & the code comment above it.

## Changelog
🆑

fix: The "Super-Stable" line of Donk Co. Bomb Payloads are now stable
when exposed to extreme temperatures

/🆑
This commit is contained in:
Leland Kemble
2026-01-31 13:46:15 -08:00
committed by GitHub
parent d1ee81feb0
commit edd82c9ead
+5 -4
View File
@@ -363,13 +363,16 @@
var/range_medium = 9
var/range_light = 17
var/range_flame = 17
/// Whether this core explodes when burnt
var/explodes_when_burnt = TRUE
/obj/item/bombcore/ex_act(severity, target) // Little boom can chain a big boom.
detonate()
return TRUE
/obj/item/bombcore/burn()
detonate()
if(explodes_when_burnt)
detonate()
..()
/obj/item/bombcore/proc/detonate()
@@ -390,13 +393,11 @@
/obj/item/bombcore/syndicate
name = "Donk Co. Super-Stable Bomb Payload"
desc = "After a string of unwanted detonations, this payload has been specifically redesigned to not explode unless triggered electronically by a bomb shell."
explodes_when_burnt = FALSE
/obj/item/bombcore/syndicate/ex_act(severity, target)
return FALSE
/obj/item/bombcore/syndicate/burn()
return ..()
/obj/item/bombcore/syndicate/large
name = "Donk Co. Super-Stable Bomb Payload XL"
range_heavy = 5