Modular Grenades now fit in security belts/carriers (#34169)
* 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. --------- Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
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@@ -481,6 +481,7 @@
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- MagazineMagnum
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- CombatKnife
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- Truncheon
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- HandGrenade
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components:
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- Stunbaton
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- FlashOnTrigger
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@@ -35,6 +35,9 @@
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enum.ConstructionVisuals.Layer:
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Primed: { state: primed }
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Unprimed: { state: icon }
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- type: Tag
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tags:
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- HandGrenade
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- type: entity
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name: explosive grenade
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@@ -83,6 +86,7 @@
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- Antagonists
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- type: Tag
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tags:
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- HandGrenade
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- GrenadeFlashBang
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- type: entity
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@@ -312,6 +316,9 @@
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map: [ "enum.ConstructionVisuals.Layer" ]
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- type: Item
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size: Small
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- type: Tag
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tags:
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- HandGrenade
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- type: PayloadCase
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- type: Construction
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graph: ModularGrenadeGraph
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@@ -25,6 +25,9 @@
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enum.ConstructionVisuals.Layer:
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Primed: { state: primed }
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Unprimed: { state: icon }
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- type: Tag
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tags:
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- HandGrenade
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- type: entity
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parent: [ProjectileGrenadeBase, BaseSecurityContraband]
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@@ -18,6 +18,9 @@
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behaviors:
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- !type:TriggerBehavior
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- type: ScatteringGrenade
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- type: Tag
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tags:
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- HandGrenade
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- type: entity
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parent: [ScatteringGrenadeBase, BaseSecurityContraband]
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@@ -641,6 +641,9 @@
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- type: Tag
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id: Handcuffs
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- type: Tag
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id: HandGrenade
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- type: Tag
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id: HappyHonk
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