Buildable SMES overload EM pulse now won't now slow other effects from happening (which was not intended and can be noticed, espicially with larger overloads.)

This commit is contained in:
Atlantiscze
2014-11-05 11:21:35 +01:00
parent 6db4b04dc0
commit a93b6313e0

View File

@@ -113,6 +113,7 @@
h_user << "Medium electrical sparks as you touch the [src], severely burning your hand!"
h_user.adjustFireLoss(rand(10,25))
h_user.Paralyse(5)
spawn(0)
empulse(src.loc, 2, 4)
charge = 0
@@ -129,6 +130,7 @@
h_user << "Strong electrical arc sparks between you and [src], knocking you out for a while!"
h_user.adjustFireLoss(rand(35,75))
h_user.Paralyse(12)
spawn(0)
empulse(src.loc, 8, 16)
charge = 0
apcs_overload(1, 10)
@@ -143,6 +145,7 @@
// Remember, we have few gigajoules of electricity here.. Turn them into crispy toast.
h_user.adjustFireLoss(rand(150,195))
h_user.Paralyse(25)
spawn(0)
empulse(src.loc, 32, 64)
charge = 0
apcs_overload(5, 25)