The debris does have different damage vs different targets in the original, so this should be acceptable.

On 2014-04-06, at 12:15 AM, "Paul Chote" <notifications@github.com> wrote:

> In OpenRA.Mods.D2k/Shrapnel.cs:
> 
> > +
> > +		public void Killed(Actor self, AttackInfo attack)
> > +		{
> > +			foreach (var name in info.Weapons)
> > +			{
> > +				var wep = Rules.Weapons[name];
> > +				pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]);
> > +
> > +				for (int i = 0; pieces > i; i++)
> > +				{
> > +					rotation = WRot.FromFacing(self.World.SharedRandom.Next(1024));
> > +					var args = new ProjectileArgs
> > +					{
> > +						Weapon = wep,
> > +						Facing = self.World.SharedRandom.Next(-1,255),
> > +						FirepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
> We probably don't want shrapnel to be affected by firepower modifiers (unless elite units explode more violently?).
> 
> \
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