From 515d3ebd958dbf461acc503a4b19c64a3324f136 Mon Sep 17 00:00:00 2001 From: DGamerL <108773801+DGamerL@users.noreply.github.com> Date: Sat, 14 Sep 2024 04:59:12 +0200 Subject: [PATCH] Makes chemical flamethrowers more efficient (#26742) --- .../weapons/chemical_flamethrower/chemical_flamethrower.dm | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm b/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm index 4dfc04c017e0..a2e480d1e591 100644 --- a/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm +++ b/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm @@ -29,6 +29,8 @@ var/canister_burn_duration = 10 SECONDS /// How many firestacks will our reagent apply var/canister_fire_applications = 1 + /// How much ammo do we use per tile? + var/ammo_usage = 2 /// Is this a syndicate flamethrower var/syndicate = FALSE @@ -138,7 +140,7 @@ for(var/turf/simulated/T in turflist) if(iswallturf(T)) // No going through walls break - if(!use_ammo(3)) + if(!use_ammo(ammo_usage)) to_chat(user, "You hear a click!") playsound(user, 'sound/weapons/empty.ogg', 100, TRUE) break // Whoops! No ammo!