Adds COLLECTION_FACTOR for future tweaking

This commit is contained in:
mwerezak
2014-05-23 23:16:11 -04:00
parent ff61384e07
commit 7364edbb3d
+5 -2
View File
@@ -8,6 +8,9 @@
#define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//Controls how much power is produced by each collector in range.
#define COLLECTION_FACTOR 1.0 //Aiming to make 400 kW output the equivalent of what 4 MW was from before by adjusting this
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
@@ -204,7 +207,7 @@
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
power += Proj.damage * config_bullet_energy * COLLECTION_FACTOR //multiply by COLLECTION_FACTOR so the amount of shots you will need to give with an emitter is unaffected.
else
damage += Proj.damage * config_bullet_energy
return 0
@@ -234,7 +237,7 @@
/obj/machinery/power/supermatter/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(power)
R.receive_pulse(power * COLLECTION_FACTOR)
return
/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)