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Projectiles reorganization and cleanup, impact effects, subtle EMP tweaks (#6741)
No gameplay changes except for EMP rebalancing. Emps are now deterministic Ion rifles now always hit for strength 2 instead of a probability tree of strengths EMP damage slightly lessened as this makes a lot of things guaranteed to hit with strength 2 instead of 3
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@@ -44,7 +44,8 @@
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/// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/item/modular_computer/emp_act(severity)
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. = ..()
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take_damage_legacy(rand(100,200) / severity, 50 / severity, 0)
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spawn(-1)
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take_damage_legacy(rand(100,200) / severity, 50 / severity, 0)
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/**
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* "Stun" weapons can cause minor damage to components (short-circuits?)
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