diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index d1250d334f20..e1da9d2c79bd 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -287,7 +287,7 @@ /obj/structure/ship_ammo/rocket/widowmaker/detonate_on(turf/impact) impact.ceiling_debris_check(3) - addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 300, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS)) //Your standard HE splash damage rocket. Good damage, good range, good speed, it's an all rounder + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 300, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS) //Your standard HE splash damage rocket. Good damage, good range, good speed, it's an all rounder QDEL_IN(src, 0.5 SECONDS) /obj/structure/ship_ammo/rocket/banshee @@ -300,7 +300,7 @@ /obj/structure/ship_ammo/rocket/banshee/detonate_on(turf/impact) impact.ceiling_debris_check(3) - addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 175, 20, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS)) //Small explosive power with a small fall off for a big explosion range + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 175, 20, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS) //Small explosive power with a small fall off for a big explosion range fire_spread(impact, create_cause_data(initial(name), source_mob), 4, 15, 50, "#00b8ff") //Very intense but the fire doesn't last very long QDEL_IN(src, 0.5 SECONDS) @@ -315,7 +315,7 @@ /obj/structure/ship_ammo/rocket/keeper/detonate_on(turf/impact) impact.ceiling_debris_check(3) - addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 450, 100, EXPLOSION_FALLOFF_SHAPE_EXPONENTIAL, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS)) //Insane fall off combined with insane damage makes the Keeper useful for single targets, but very bad against multiple. + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 450, 100, EXPLOSION_FALLOFF_SHAPE_EXPONENTIAL, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS) //Insane fall off combined with insane damage makes the Keeper useful for single targets, but very bad against multiple. QDEL_IN(src, 0.5 SECONDS) /obj/structure/ship_ammo/rocket/harpoon @@ -330,7 +330,7 @@ //Looks kinda OP but all it can actually do is just to blow windows and some of other things out, cant do much damage. /obj/structure/ship_ammo/rocket/harpoon/detonate_on(turf/impact) impact.ceiling_debris_check(3) - addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 150, 16, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS)) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 150, 16, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS) QDEL_IN(src, 0.5 SECONDS) /obj/structure/ship_ammo/rocket/napalm @@ -343,7 +343,7 @@ /obj/structure/ship_ammo/rocket/napalm/detonate_on(turf/impact) impact.ceiling_debris_check(3) - addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 200, 25, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS)) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 200, 25, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name), source_mob), 0.5 SECONDS) fire_spread(impact, create_cause_data(initial(name), source_mob), 6, 60, 30, "#EE6515") //Color changed into napalm's color to better convey how intense the fire actually is. QDEL_IN(src, 0.5 SECONDS)