diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
index 0eed0c613..caf3697bf 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/explosives.xml
@@ -100,7 +100,9 @@
-
+
+
+
diff --git a/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml b/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
index d393a601a..e664c820a 100644
--- a/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
+++ b/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
@@ -142,7 +142,7 @@
name="Stun Grenade"
category="Equipment"
price="200"
- tags="smallitem,weapon">
+ tags="smallitem,weapon,explosive">
@@ -153,6 +153,14 @@
+
+
+
+
+
+
+
+
@@ -165,7 +173,7 @@
-
+ tags="smallitem,weapon,explosive">
@@ -177,6 +185,14 @@
+
+
+
+
+
+
+
+
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs b/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs
index 16655024c..42667a98e 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs
@@ -516,15 +516,12 @@ namespace Barotrauma
}
}
#endif
-
- if (useItemCount > 0)
+
+ for (int i = 0; i < useItemCount; i++)
{
- for (int i=0; i t is Item).Cast- ())
{
- foreach (Item item in targets.FindAll(t => t is Item).Cast
- ())
- {
- item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
- }
+ item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
}
}
diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
index c92971c4f..b28c2ba29 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
@@ -305,7 +305,7 @@ namespace Barotrauma.Items.Components
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
public virtual bool Use(float deltaTime, Character character = null)
{
- return false;
+ return characterUsable || character == null;
}
//called when the item is equipped and right mouse button is pressed