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Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large - super, hyper capacity cells, device, and weapon cells are all removed - cells now have standardized variants, some of which are printable by R&D - energy weapons rebalanced - **advanced energy guns and stun revolvers removed** - use the new modular weapon system and microfission cells. --------- Co-authored-by: silicons <silicons@silicons.dev>
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@@ -28,6 +28,13 @@ SUBSYSTEM_DEF(processing)
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var/datum/thing = current_run[current_run.len]
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current_run.len--
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if(QDELETED(thing))
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log_world("GC-TRACE: Deleted entity found in [src] - [thing ? thing.type : "-- null value --"]")
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if(thing)
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var/list/trace = thing.gc_trace_data()
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trace["type"] = thing.type
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trace["refcount"] = refcount(thing)
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log_world("GC-TRACE: From [src], [thing.type] had trace: [json_encode(trace)]")
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stack_trace("deleted entity found in [src]; check logs.")
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processing -= thing
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else if(thing.process(dt) == PROCESS_KILL)
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// fully stop so that a future START_PROCESSING will work
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@@ -1,9 +1,9 @@
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PROCESSING_SUBSYSTEM_DEF(projectiles)
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name = "Projectiles"
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wait = 0.25 // scale up to 40 fps
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wait = 0.5
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stat_tag = "PP"
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priority = FIRE_PRIORITY_PROJECTILES
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subsystem_flags = SS_NO_INIT
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subsystem_flags = SS_NO_INIT | SS_KEEP_TIMING
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/// global projectile speed multiplier
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var/global_projectile_speed_multiplier = 1
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