Makes grounding rods consistent, changes the supermatters bolts a great deal. (#48472)

* Goof I will find you and I will berate you

holy hell

Calm and peaceful ahhhhh

I swear goofs pc failing was the biggest tragedy in gaming

Fixes some flags

More touchups

Now to squash

Goofs PC failing was the biggest tragady in GAMING

* Fixing some misspellings before the bee gets me

* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

* Full vehicle support

* Changes some flags around, "fixes" some bugs, makes being shocked less insane

* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.

* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad

* tfw

* Nothing to see here folks

* I'm a boomer
This commit is contained in:
LemonInTheDark
2020-01-10 04:25:11 -08:00
committed by Jordie
parent cd0326df68
commit f4f8a686df
24 changed files with 247 additions and 162 deletions
+6 -5
View File
@@ -227,17 +227,18 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
SSfire_burning.processing -= src
///Called when the obj is hit by a tesla bolt.
/obj/proc/tesla_act(power, tesla_flags, shocked_targets)
/obj/proc/zap_act(power, zap_flags, shocked_targets)
if(QDELETED(src))
return
obj_flags |= BEING_SHOCKED
var/power_bounced = power / 2
tesla_zap(src, 3, power_bounced, tesla_flags, shocked_targets)
if(zap_flags & ZAP_IS_TESLA)
var/power_bounced = power / 2
tesla_zap(src, 3, power_bounced, zap_flags, shocked_targets)
addtimer(CALLBACK(src, .proc/reset_shocked), 10)
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
///Only tesla coils and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/tesla_buckle_check(var/strength)
///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.
/obj/proc/zap_buckle_check(var/strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
+1 -1
View File
@@ -261,7 +261,7 @@
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
tesla_zap(src, 3, C.newavail() * 0.01, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN | TESLA_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.
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.
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.
return ..()