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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 /🆑
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@@ -363,13 +363,16 @@
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var/range_medium = 9
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var/range_light = 17
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var/range_flame = 17
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/// Whether this core explodes when burnt
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var/explodes_when_burnt = TRUE
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/obj/item/bombcore/ex_act(severity, target) // Little boom can chain a big boom.
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detonate()
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return TRUE
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/obj/item/bombcore/burn()
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detonate()
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if(explodes_when_burnt)
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detonate()
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..()
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/obj/item/bombcore/proc/detonate()
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@@ -390,13 +393,11 @@
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/obj/item/bombcore/syndicate
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name = "Donk Co. Super-Stable Bomb Payload"
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desc = "After a string of unwanted detonations, this payload has been specifically redesigned to not explode unless triggered electronically by a bomb shell."
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explodes_when_burnt = FALSE
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/obj/item/bombcore/syndicate/ex_act(severity, target)
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return FALSE
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/obj/item/bombcore/syndicate/burn()
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return ..()
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/obj/item/bombcore/syndicate/large
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name = "Donk Co. Super-Stable Bomb Payload XL"
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range_heavy = 5
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