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Adds COLLECTION_FACTOR for future tweaking
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@@ -8,6 +8,9 @@
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#define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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//Controls how much power is produced by each collector in range.
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#define COLLECTION_FACTOR 1.0 //Aiming to make 400 kW output the equivalent of what 4 MW was from before by adjusting this
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//These would be what you would get at point blank, decreases with distance
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#define DETONATION_RADS 200
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@@ -204,7 +207,7 @@
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if(Proj.flag != "bullet")
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power += Proj.damage * config_bullet_energy
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power += Proj.damage * config_bullet_energy * COLLECTION_FACTOR //multiply by COLLECTION_FACTOR so the amount of shots you will need to give with an emitter is unaffected.
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else
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damage += Proj.damage * config_bullet_energy
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return 0
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@@ -234,7 +237,7 @@
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/obj/machinery/power/supermatter/proc/transfer_energy()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if(get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(power)
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R.receive_pulse(power * COLLECTION_FACTOR)
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return
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/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
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