Uses active_power_usage instead

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2021-04-11 16:25:49 -04:00
parent 161354cb2a
commit 39df2126b9
+8 -1
View File
@@ -128,6 +128,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/pointdefense
idle_power_usage = 0.1 KILOWATTS
active_power_usage = 1 KILOWATTS
appearance_flags = PIXEL_SCALE
var/active = TRUE
var/charge_cooldown = 1 SECOND //time between it can fire at different targets
@@ -256,10 +257,16 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
var/obj/effect/meteor/M = target.resolve()
if(!istype(M))
return
if(use_power_oneoff(active_power_usage) < active_power_usage)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
visible_message("[src] sputters as browns out while attempting to fire.")
flick(src, "[initial(icon_state)]_off")
return
//We throw a laser but it doesnt have to hit for meteor to explode
var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1)
use_power_oneoff(idle_power_usage * 10)
beam.launch_projectile(target = M.loc, user = src)
/obj/machinery/power/pointdefense/process()