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Fixes rocket launcher
The launcher type guns use throw_at instead of the fancy bullet projectile features, so the fancy bullet projectile mechanics were unable to make things go boom by having several dead-end returns happen before the projectiles could even reach the on_hit, which already bonks into a return in the ..()'d parent proc anyway.
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@@ -8,22 +8,20 @@
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damage = 30 //Meaty whack. *Chuckles*
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damage = 30 //Meaty whack. *Chuckles*
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does_spin = 0
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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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/obj/item/projectile/bullet/srmrocket/throw_impact(atom/target, var/speed)
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..()
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if(!isliving(target)) //if the target isn't alive, so is a wall or something
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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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explosion(target, 0, 1, 2, 4)
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else
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else
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explosion(target, 0, 0, 2, 4)
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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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/obj/item/projectile/bullet/srmrocket/weak //Used in the jury rigged one.
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damage = 10
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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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/obj/item/projectile/bullet/srmrocket/weak/throw_impact(atom/target, var/speed)
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..()
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explosion(target, 0, 0, 2, 4)//No need to have a question.
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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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/*Old vars here for reference.
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var/devastation = 0
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var/devastation = 0
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