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Fixes tesla bugs, makes code better (#49260)
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before I test how it plays * Mood, buffs and nerfs tesla * Cherry-Picking * eyyo * back to basics * aight * broooooooooooooooooo * adds else * range * fixes shit * Sure * Cleans shit up * Fixes prob issue * Gee I like this spooky guy * I swear to god if prob picks just makes a list I am gonna blow a gasket
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@@ -229,12 +229,10 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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///Called when the obj is hit by a tesla bolt.
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/obj/proc/zap_act(power, zap_flags, shocked_targets)
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if(QDELETED(src))
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return
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return 0
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obj_flags |= BEING_SHOCKED
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if(zap_flags & ZAP_IS_TESLA)
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var/power_bounced = power / 2
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tesla_zap(src, 3, power_bounced, zap_flags, shocked_targets)
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addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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return power / 2
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//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
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///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
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@@ -261,7 +261,7 @@
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES | ZAP_IS_TESLA) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock.
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return ..()
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