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Gear and items · R.E.P.O. v0.4.0 · read from a local copy

The grenade you throw

The grenade blinks in a colour of its own.

The grenade in R.E.P.O. is a small machine with a short life: it blinks in a colour of its own, ticks for a set time while it is out, raises an event when it goes off, and splinters with a sound and an animation curve of its own.

What the game establishes

In play

A grenade is an item that changes state rather than a thrown object with a delayed effect. It carries a blink colour of its own, which is how it can be watched ticking on the floor rather than only heard.

It ticks. There is a tick time and a tick sound, so what is left before it goes off is expressed as time passing rather than as a message.

When it goes off it raises an event. The detonation is announced rather than being the end of the object, which is how the rest of the game reacts to a grenade rather than watching for one to disappear.

It also splinters. There is a separate sound for splintering and an animation curve for it, so the shell coming apart is its own effect and not the same moment as the blast.

It knows where it came from. There is a flag for whether a grenade was spawned rather than carried, which is why one that appears in a level can behave differently from one you bought.

It can show where it will go. There is a throw line of its own, which is how a thrown grenade can be aimed rather than only tossed and watched.

What this entry does not tell you: how long the fuse is, how much damage it does, or how far it can be thrown. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.