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Fixes grenades not exploding 15% of the time you are shot (#27368)
* Fixes grenades not exploding 15% of the time you are shot * userdanger it
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@@ -114,12 +114,15 @@
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/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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var/obj/item/projectile/P = hitby
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if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && 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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owner.visible_message("<span class='userdanger'>[hitby] hits [owner]'s [name], setting it off! What a shot!</span>")
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var/turf/T = get_turf(src)
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log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(T)]")
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add_attack_logs(P.firer, owner, "A projectile ([hitby]) detonated a grenade held", ATKLOG_FEW)
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prime()
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return 1 //It hit the grenade, not them
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if(!QDELETED(src)) // some grenades don't detonate but we want them destroyed, otherwise you can just hold empty grenades as shields.
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qdel(src)
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return TRUE
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return ..()
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/obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params)
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if(istype(I,/obj/item/hand_labeler))
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@@ -11,6 +11,7 @@
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slot_flags = ITEM_SLOT_BELT
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resistance_flags = FLAMMABLE
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max_integrity = 40
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flags_2 = RANDOM_BLOCKER_2
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/// Has the pin been pulled?
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var/active = FALSE
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/// Time between the pin being pulled and detonation.
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