Incendiary projectiles and lava firestack reduction (#23479)
* Firestack reduction and FireStackOnHit added * Slight lava tweak * Remove component and tweaked incendiary pellets * Incendiary grenade tweak * Now ignites on projectile fixture or ignition fixture + incendiary grenade tweak * flare shells now ignite entities again * Comment * undo flare gun ignite
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@@ -49,8 +49,9 @@
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deleteOnCollide: false
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canPenetrate: true
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damage:
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groups:
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Burn: 4
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types:
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Blunt: 1
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Heat: 2
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- type: IgniteOnCollide
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fireStacks: 3
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count: 10
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@@ -139,7 +139,7 @@
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radius: 2.0
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energy: 7.0
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- type: IgniteOnCollide
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fireStacks: 1
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fireStacks: 0.25
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- type: entity
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id: BaseBulletAP
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@@ -156,7 +156,7 @@
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map: ["enum.TriggerVisualLayers.Base"]
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- type: ClusterGrenade
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fillPrototype: PelletClusterIncendiary
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maxGrenadesCount: 15
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maxGrenadesCount: 30
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grenadeType: enum.GrenadeType.Shoot
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- type: OnUseTimerTrigger
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beepSound:
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@@ -90,10 +90,21 @@
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name: "ignite rune"
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components:
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- type: TriggerOnCollide
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fixtureID: rune
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fixtureID: ignition
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- type: Fixtures
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fixtures:
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ignition:
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shape:
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!type:PhysShapeAabb
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bounds: "-0.4,-0.4,0.4,0.4"
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hard: false
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mask:
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- ItemMask
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layer:
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- SlipLayer
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- type: DeleteOnTrigger
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- type: IgniteOnCollide
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fireStacks: 10
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fireStacks: 5
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- type: Sprite
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sprite: Structures/Magic/Cult/trap.rsi
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layers:
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