Flamethrowers count as firestarters for lighting up bombs
Summary
Bugfixes "Flamethrowers count as firestarters for lighting up bombs"
Purpose of change
- Closes #61143.
Describe the solution
- Added
firestarteruse_actiontoflamethrower_base. - In
use_chargesallowed checking forGUNtype of items.
Describe alternatives you've considered
None.
Testing
Got dynamite and a flamethrower. Wielded dynamite and activated it. Dynamite was lit, flamethrower lost 1 charge of napalm.
Additional context
AFAIK currently there's no underbarrel flamethrowers in vanilla or built-in mods, but if some modder wants to add such a thing to his mod, I suppose this gunmod won't work. Should I also add a check for GUNMOD type of items?
Now I'm no flamethrower expert, but aren't the flames coming out of a flamethrower massive? I feel like trying to hold the flamethrower in one hand, and a stick of dynamite in the other would be pretty risky, and you'd likely end up burning yourself, or just igniting the whole stick of dynamite in the process. Also do you not need to light the pilot light on the flamethrower before using it, meaning you would still realistically need another source of flame for this process anyways, unless we are just keeping the flamethrower pilot light lit in our back pocket?
Edit: Looking at flamethrowers, it seems like they actually have a built in ignitor for the pilot light, so maybe we are just using that as the ignition source for the dynamite? If so, just ignore me lol
I suppose lighting a fuse is perfectly doable.
Fair enough xD
<< Not a flamethrower expert