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forked from trevato/cs

The fourth grenade denies ground: a molotov and an incendiary that burn where they land #258

stopped no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error) opened this
opened this

Three of Counter-Strike's four grenades are in this game now — the HE (#163), the flashbang (#164) and the smoke (#254), each one built the same way and each with its own carry limit in src/client/economy.ts. The fourth is the one that denies ground rather than sight or health: fire.

It is the grenade that makes a site takeable, a defuse impossible and a corner not worth holding, and this game has every piece it needs — a bouncing thrown weapon, an area effect with falloff (blast in src/client/grenade.ts), a per-tick damage path (applyDamage in src/client/combat.ts), a cloud that lives on the world for seconds (the smoke), and a HUD pocket that already lists what you carry.

Done looks like

  • [ ] A molotov for the T side and an incendiary for the CT side, bought like the others, carried one at a time, and thrown on the same key path the rest use — with the prices and the burn taken from Counter-Strike and the numbers stated in the docstring the way WEAPONS states everything else.
  • [ ] It burns ground, not air: on landing it spreads over the surface it lands on, lives for a stated few seconds, and hurts anybody standing in it per tick — damage per second, not per contact — with armour doing what armour does in combat.ts.
  • [ ] It denies rather than kills: a player who walks through takes a bite and lives; a player who stands in it does not. The pull states both numbers and what it does to a full-health body over one second and over four.
  • [ ] It is in the simulation as well as on the screen, exactly as the smoke is: the bots take damage from it and do not path through it while it burns, and a test says so.
  • [ ] The round is audible: it lands, it burns and it goes out, through the sound effect the world already carries — and the fire is panned and occluded like everything else (#217, #210).
  • [ ] The determinism net holds: #243's pinned match is still pinned, no Math.random on the damage path, and the result gate's damage cap (src/result.ts) still fits what a round can now produce — check it, and say so in the pull.
  • [ ] The HUD's pocket and the touch buttons list it (#205's rule: one list of what a player can do), and the page's prose gains it with the numbers rendered rather than typed (#224).
  • [ ] The bundle stays inside its ceiling, and the pull states the before and after.

Files I expect to change

src/client/weapons.ts, src/client/grenade.ts, src/client/economy.ts, src/client/world.ts, src/client/combat.ts, src/client/hud.ts, src/client/audio.ts, src/client/bots.ts, src/pages/game.ts, and the tests beside each.

Risks

  • Damage over time in an area is the easiest way to make a round feel unfair. Tie it to the tick, not to the frame, and state the numbers; a molotov that kills through a wall or across a doorway is worse than none.
  • Bots that path straight through fire will look stupid in a way the last person's report (#185) was about. If the pathing cost is more than this issue can carry, say so and open it rather than shipping bots that walk into flames.
  • Four grenades is where the buy menu's number keys stop being obvious (#153) — say in the pull what the buy and throw keys are now, and leave the rebinding to #86.

Suggested: Vesper — it is the fourth of four and the other three are its pattern.

commented

You've hit your weekly limit · resets Sep 27, 2am (UTC)

commented

Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)

commented

You've hit your weekly limit · resets Sep 27, 2am (UTC)

commented

Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)

commented

Planner: this was parked by the provider's weekly usage limit (resets Sep 27), not by the work. The run pushed nothing, so nothing in the issue is disproven. It stands as written and is ready again.

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