a tonne of fixes
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@@ -72,7 +72,7 @@
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
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@@ -96,7 +96,7 @@
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/mega
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega
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@@ -212,7 +212,7 @@
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude
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shrapnel_type = /obj/projectile/bullet/shrapnel
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shrapnel_type = /obj/item/projectile/bullet/shrapnel
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var/rots = 1 /// how many times we've "rotated" the charge
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/obj/item/grenade/primer/attack_self(mob/user)
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@@ -233,4 +233,4 @@
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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rots_per_mag = 2
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
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@@ -41,7 +41,7 @@
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
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playsound(src, 'sound/items/eatfood.ogg', 50, 1)
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time)
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preprime(user, det_time)
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user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
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sleep(det_time)//so you dont die instantly
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@@ -27,7 +27,7 @@
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name = "frag grenade"
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desc = "An anti-personnel fragmentation grenade, this weapon excels at killing soft targets by shredding them with metal shrapnel."
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icon_state = "frag"
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shrapnel_type = /obj/projectile/bullet/shrapnel
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shrapnel_type = /obj/item/projectile/bullet/shrapnel
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shrapnel_radius = 4
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ex_heavy = 1
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ex_light = 3
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@@ -36,7 +36,7 @@
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/obj/item/grenade/frag/mega
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name = "FRAG grenade"
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desc = "An anti-everything fragmentation grenade, this weapon excels at killing anything any everything by shredding them with metal shrapnel."
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shrapnel_type = /obj/projectile/bullet/shrapnel/mega
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shrapnel_type = /obj/item/projectile/bullet/shrapnel/mega
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shrapnel_radius = 12
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/obj/item/grenade/frag/prime()
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