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Ups the chance a bit, makes it actually work
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@@ -220,8 +220,8 @@
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update_icon()
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/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, damage, attack_type)
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if(damage && attack_type == PROJECTILE_ATTACK && prob(5) && ptank)
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/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
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if(ptank && damage && attack_type == PROJECTILE_ATTACK && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits the fueltank on [owner]'s [src], rupturing it! What a shot!</span>")
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var/target_turf = get_turf(owner)
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ignite_turf(target_turf, 100)
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@@ -112,7 +112,7 @@
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/obj/item/weapon/grenade/attack_paw(mob/user)
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return attack_hand(user)
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/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, damage, attack_type)
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if(damage && attack_type == PROJECTILE_ATTACK && prob(5))
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/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
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if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
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prime()
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