diff --git a/code/game/objects/items/weapons/grenades/explosive.dm b/code/game/objects/items/weapons/grenades/explosive.dm index e3e2ecdd750..62d13c3a2bf 100644 --- a/code/game/objects/items/weapons/grenades/explosive.dm +++ b/code/game/objects/items/weapons/grenades/explosive.dm @@ -17,7 +17,8 @@ //Explosive grenade projectile, borrowed from fragmentation grenade code. /obj/item/projectile/bullet/pellet/fragment damage = 10 - range_step = 2 + armor_penetration = 30 + range_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer. base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone spread_step = 20 @@ -32,9 +33,8 @@ icon_state = "frggrenade" item_state = "grenade" - var/num_fragments = 50 //total number of fragments produced by the grenade - var/fragment_damage = 10 - var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer. + var/fragment_type = /obj/item/projectile/bullet/pellet/fragment + var/num_fragments = 63 //total number of fragments produced by the grenade var/explosion_size = 2 //size of the center explosion //The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern @@ -56,9 +56,7 @@ for(var/turf/T in target_turfs) var/obj/item/projectile/bullet/pellet/fragment/P = new (O) - P.damage = fragment_damage P.pellets = fragments_per_projectile - P.range_step = damage_step P.shot_from = src.name P.launch(T)