Hotfix 2 01DEC2014

* PDA Messanger/ID bug fix
* Emitter fix (amped up power, and modified how the fire-delay is
handled. It's a mix of old and new code)
This commit is contained in:
skull132
2014-12-01 22:11:20 +02:00
parent ea8b1f910d
commit f5947b5f5a
2 changed files with 51 additions and 61 deletions
+6 -13
View File
@@ -1,4 +1,4 @@
#define EMITTER_DAMAGE_POWER_TRANSFER 450 //used to transfer power to containment field generators
#define EMITTER_DAMAGE_POWER_TRANSFER 2500 //used to transfer power to containment field generators
/obj/machinery/power/emitter
name = "Emitter"
@@ -16,9 +16,6 @@
var/active = 0
var/powered = 0
var/fire_delay = 100
var/max_burst_delay = 100
var/min_burst_delay = 20
var/burst_shots = 3
var/last_shot = 0
var/shot_number = 0
var/state = 0
@@ -55,6 +52,7 @@
else
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user as mob)
src.add_fingerprint(user)
activate(user)
@@ -109,7 +107,8 @@
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
if(surplus() >= active_power_usage && add_load(active_power_usage) >= active_power_usage) //does the laser have enough power to shoot?
if(!active_power_usage || avail(active_power_usage))
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
@@ -122,19 +121,13 @@
return
src.last_shot = world.time
if(src.shot_number < burst_shots)
if(src.shot_number < 3)
src.fire_delay = 2
src.shot_number ++
else
src.fire_delay = rand(min_burst_delay, max_burst_delay)
src.fire_delay = rand(20,100)
src.shot_number = 0
//need to calculate the power per shot as the emitter doesn't fire continuously.
var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
if(prob(35))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread