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