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Earlyports rocket launcher fix
Launcher type guns throw the projectile instead of firing it via the advanced rng bullet spaghetti so the projectile had no idea how to go boom.
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@@ -8,22 +8,20 @@
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damage = 30 //Meaty whack. *Chuckles*
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does_spin = 0
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/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
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..()
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/obj/item/projectile/bullet/srmrocket/throw_impact(atom/target, var/speed)
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if(!isliving(target)) //if the target isn't alive, so is a wall or something
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explosion(target, 0, 1, 2, 4)
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else
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explosion(target, 0, 0, 2, 4)
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return 1
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qdel(src)
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/obj/item/projectile/bullet/srmrocket/weak //Used in the jury rigged one.
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damage = 10
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/obj/item/projectile/bullet/srmrocket/weak/on_hit(atom/target, blocked=0)
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..()
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/obj/item/projectile/bullet/srmrocket/weak/throw_impact(atom/target, var/speed)
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explosion(target, 0, 0, 2, 4)//No need to have a question.
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return 1
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qdel(src)
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/*Old vars here for reference.
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var/devastation = 0
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