* Added PayloadCase component to secbelt whitelist
* Replaced PayloadCase type whitelist with a tag
* fucking hell
* Add HandGrenade tag to all grenades
Grenades are so unbelievably cooked right now. I've counted about 4 separate baseitems that they inherit from whenever they feel like it. Why? They're all the same.
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Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
- MagazineMagnum
- CombatKnife
- Truncheon
+ - HandGrenade
components:
- Stunbaton
- FlashOnTrigger
enum.ConstructionVisuals.Layer:
Primed: { state: primed }
Unprimed: { state: icon }
+ - type: Tag
+ tags:
+ - HandGrenade
- type: entity
name: explosive grenade
- Antagonists
- type: Tag
tags:
+ - HandGrenade
- GrenadeFlashBang
- type: entity
map: [ "enum.ConstructionVisuals.Layer" ]
- type: Item
size: Small
+ - type: Tag
+ tags:
+ - HandGrenade
- type: PayloadCase
- type: Construction
graph: ModularGrenadeGraph
enum.ConstructionVisuals.Layer:
Primed: { state: primed }
Unprimed: { state: icon }
+ - type: Tag
+ tags:
+ - HandGrenade
- type: entity
parent: [ProjectileGrenadeBase, BaseSecurityContraband]
behaviors:
- !type:TriggerBehavior
- type: ScatteringGrenade
+ - type: Tag
+ tags:
+ - HandGrenade
- type: entity
parent: [ScatteringGrenadeBase, BaseSecurityContraband]
- type: Tag
id: Handcuffs
+- type: Tag
+ id: HandGrenade
+
- type: Tag
id: HappyHonk