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Make the Supermatter MORE DANGEROUS (#21111)
The Supermatter has a damage rate limiter to prevent extremely high temperatures from just shotgunning its integrity down to zero in one tick. That's totally fair. Doubles that maximum limited rate. Also reduces volume of delam sound by 25% because I'm a nice person. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
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@@ -21,7 +21,7 @@
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#define DECAY_FACTOR 700 //Affects how fast the supermatter power decays
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#define CRITICAL_TEMPERATURE 5000 //K
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#define CHARGING_FACTOR 0.05
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#define DAMAGE_RATE_LIMIT 2 //damage rate cap at power = 300, scales linearly with power
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#define DAMAGE_RATE_LIMIT 4 //damage rate cap at power = 300, scales linearly with power
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#define SPACED_DAMAGE_FACTOR 0.5 //multiplier for damage taken in a vacuum, but on a tile. Used to prevent/configure near-instant explosions when vented
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//These would be what you would get at point blank, decreases with distance
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@@ -241,9 +241,9 @@
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if(last_accent_sound < world.time && prob(20))
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var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
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if(damage >= 300)
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playsound(src, /singleton/sound_category/supermatter_delam, max(50, aggression), FALSE, 10)
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playsound(src, /singleton/sound_category/supermatter_delam, clamp(aggression, 50, 75), FALSE, 10)
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else
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playsound(src, /singleton/sound_category/supermatter_calm, max(50, aggression), FALSE, 10)
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playsound(src, /singleton/sound_category/supermatter_calm, clamp(aggression, 50, 75), FALSE, 10)
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var/next_sound = round((100 - aggression) * 5)
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last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN, next_sound)
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