From d3acdd36b1bb0927fae3eea226dcd8a125693f1e Mon Sep 17 00:00:00 2001 From: blackdragonTOW <31581761+blackdragonTOW@users.noreply.github.com> Date: Mon, 26 Jun 2023 17:20:45 -0700 Subject: [PATCH] Update dropship_ammo.dm --- code/modules/cm_marines/dropship_ammo.dm | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index e1da9d2c79bd..d6c711984013 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) @@ -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)