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Tweaks the Supermatter a bit
Reduces the amount of heat and power released. Removes redundant code.
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@@ -124,23 +124,20 @@
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power = min(power, 1600)
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return 1
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if (!removed)
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return 1
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
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//Ok, 100% oxygen atmosphere = best reaction
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//Maxes out at 100% oxygen pressure
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oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
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var/temp_factor = 100
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var/temp_factor = 10
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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icon_state = "[base_icon_state]_glow"
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else
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// in normal mode, base the produced energy around the heat
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temp_factor = 60
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temp_factor = 6
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icon_state = base_icon_state
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power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
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@@ -170,13 +167,13 @@
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for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
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if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / min(1, get_dist(l, src)) ) ) )
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for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
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var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
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var/rads = (power / 10) * sqrt( 1 / min(get_dist(l, src),1) )
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l.apply_effect(rads, IRRADIATE)
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power -= (power/500)**3
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power -= (power/50)**3
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return 1
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