ID:155462
 
proc/ProjectileSpeed( var/obj/projectile , var/speed=5 , var/mob/projectile_owner)
for( projectile in world )
if( projectile.owner == projectile_owner )
walk( projectile , projectile_owner.dir )
for(var/i,i<10,i++)
spawn( i*speed )
{
step( projectile , dir ) }


This seemed like a very roundabout way to do this, and intricate stepping makes me angry, but it seemed this was the only was to create a speed between

walk(A,A.dir)


and

for(var/i,i<maximumrange,i++)
step(A,A.dir)