Fix legion beam damage output. (#27886)

* fix legion beam damage output

* Update code/datums/beam.dm

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/beam.dm

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/beam.dm

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

---------

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-01-09 13:37:33 -05:00
committed by GitHub
parent e1857c640e
commit 134a3f6d61
+8 -8
View File
@@ -97,21 +97,21 @@
if(DY == 0)
Pixel_y = 0
else
Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
Pixel_y = round(cos(Angle) + 32 * cos(Angle) * (N + 16) / 32)
//Position the effect so the beam is one continous line
var/a
var/final_x = X.x
var/final_y = X.y
if(abs(Pixel_x)>32)
a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
X.x += a
final_x += Pixel_x > 0 ? round(Pixel_x / 32) : CEILING(Pixel_x / 32, 1)
Pixel_x %= 32
if(abs(Pixel_y)>32)
a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
X.y += a
final_y += Pixel_y > 0 ? round(Pixel_y / 32) : CEILING(Pixel_y / 32, 1)
Pixel_y %= 32
X.pixel_x = Pixel_x
X.pixel_y = Pixel_y
X.forceMove(locate(final_x, final_y, X.z))
X.pixel_x = origin.pixel_x + Pixel_x
X.pixel_y = origin.pixel_y + Pixel_y
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT