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FenodyreeAv 987a08bf87 Fixes a modlaser improvement exploit and an upgrade bug (#22646)
Added an on_hit signal, instead of using the target in post_fire.
This fixes cheesing upgrades by standing behind a wall and shooting at a
target you will never hit.

Moved improvement cap from a define, onto the base object.
This fixes some components continuing to eat improvement potential, even
when they are fully upgraded.

Fixes Ions dealing damage in addition to EMPing their target. Also
reduced the max number of shots when an Ion emitter is fitted.
2026-06-08 10:44:15 +00:00

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#define CHASSIS_SMALL 2
#define CHASSIS_MEDIUM 3
#define CHASSIS_LARGE 4
#define MOD_SILENCE 1
#define MOD_NUCLEAR_CHARGE 2
///The maximum increase an individual variable can recieve over it's initial value.
#define INCREASE_CAP 1.5
///The maximum decrease an individual variable can recieve under it's initial value.
#define DECREASE_CAP 0.5
///All improvements are multiplied by this value, tweak down if they are too strong, up if they are too weak.
#define IMPROVEMENT_MULTIPLIER 1
#define islasercapacitor(A) istype(A, /obj/item/laser_components/capacitor)
#define ismodifier(A) istype(A, /obj/item/laser_components/modifier)
#define ismodulator(A) istype(A, /obj/item/laser_components/modulator)
#define isfocusinglens(A) istype(A, /obj/item/laser_components/focusing_lens)