From 636ead5bbebc7f5b71c3155ab9f324bbed8a7a1d Mon Sep 17 00:00:00 2001 From: mwerezak Date: Sat, 6 Jun 2015 22:16:51 -0400 Subject: [PATCH] Makes reagents_explosion apply bombcap in the same manner as tank transfer valves. Also fixed reagents_explosion/start() checking the flash var instead of the flashing var. Fixes #8280 --- code/game/objects/effects/effect_system.dm | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/code/game/objects/effects/effect_system.dm b/code/game/objects/effects/effect_system.dm index ea9af2f70fe..1af12f3606c 100644 --- a/code/game/objects/effects/effect_system.dm +++ b/code/game/objects/effects/effect_system.dm @@ -739,23 +739,23 @@ steam.start() -- spawns the effect var/light = -1 var/flash = -1 - // Clamp all values to max_explosion_range + // Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs if (round(amount/12) > 0) - devastation = min (max_explosion_range, devastation + round(amount/12)) + devastation = min (max_explosion_range*0.25, devastation + amount/12) if (round(amount/6) > 0) - heavy = min (max_explosion_range, heavy + round(amount/6)) + heavy = min (max_explosion_range*0.5, heavy + amount/6) if (round(amount/3) > 0) - light = min (max_explosion_range, light + round(amount/3)) + light = min (max_explosion_range, light + amount/3) - if (flash && flashing_factor) - flash += (round(amount/4) * flashing_factor) + if (flashing && flashing_factor) + flash = min (max_explosion_range*1.5, ((amount/4) * flashing_factor)) for(var/mob/M in viewers(8, location)) M << "\red The solution violently explodes." - explosion(location, devastation, heavy, light, flash) + explosion(location, round(devastation), round(heavy), round(light), round(flash)) proc/holder_damage(var/atom/holder) if(holder)