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https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Bugfixes (#11655)
* Fix tracking beacon frequency setting It was calling format frequency which converts the number to num/10, then calling sanitize frequency which clamps it between 1200 and 1600, when in fact it needs to be the other way around. * Makes gun sprites update correctly on EMP Makes power cells remove a percentage of max charge instead of a hardcoded value Fixes #9954 * Fixes #9945 Damnit sood * Fixes #9537 Well the part where it makes a stack of 50-100. Not the targetting but thats covered by an entirely different bug report. * Fix #9320 * Fix an unreported sprite issue with jaunt group * Rebalances power cells more fairly * Makes the change comic suggested * Since I reworked cells a bit I need to increase chargelost on emp act for guns to maintain the same behavior
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@@ -24,7 +24,7 @@ var/global/list/obj/item/beacon/beacons = list()
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var/newfreq = input(user, "Input a new frequency for the beacon", "Frequency", null) as num
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if(!newfreq)
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return
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frequency = sanitize_frequency(format_frequency(newfreq))
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frequency = format_frequency(sanitize_frequency(newfreq))
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/obj/item/beacon/verb/alter_signal(t as text)
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set name = "Alter Beacon's Signal"
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@@ -76,7 +76,7 @@ client/verb/JoinResponseTeam()
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ticker.mode.ert += new_commando.mind
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message_admins("[new_commando]/[usr.key] has joined the Emergency Response Team.")
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message_admins("[key_name(usr)] has joined the Emergency Response Team.")
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return
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else
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@@ -435,7 +435,7 @@ var/global/ingredientLimit = 10
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src.ingredient.color = "#FFAD33"
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src.ingredient.forceMove(src.loc)
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for(var/obj/item/embedded in src.ingredient.contents)
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embedded.forceMove(src.loc)
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embedded.forceMove(ingredient)
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else //some admin enabled funfood and we're frying the captain's ID or someshit
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var/obj/item/weapon/reagent_containers/food/snacks/deepfryholder/D = new(src.loc)
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if(cooks_in_reagents)
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@@ -454,7 +454,7 @@ var/global/ingredientLimit = 10
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qdel(H.stored_mob)
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for(var/obj/item/embedded in src.ingredient.contents)
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embedded.forceMove(src.loc)
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embedded.forceMove(D)
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qdel(src.ingredient)
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@@ -188,5 +188,6 @@
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damage_type = BRUTE
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/obj/item/projectile/web/Bump(atom/A)
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new /obj/effect/spider/stickyweb(src.loc)
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if(!(locate(/obj/effect/spider/stickyweb) in get_turf(src)))
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new /obj/effect/spider/stickyweb(get_turf(src))
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qdel(src)
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@@ -118,9 +118,8 @@
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/emp_act(severity)
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charge -= 1000 / severity
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if (charge < 0)
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charge = 0
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var/powerloss = round(16 * sqrt(maxcharge) / severity, 50) //at severity 1, ~500 for 1000 power cells, ~2750 for 30,000 power cells
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charge = max(charge - powerloss, 0)
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if(reliability != 100 && prob(50/severity))
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reliability -= 10 / severity
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..()
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@@ -12,9 +12,9 @@
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var/charge_states = 1 //if the gun changes icon states depending on charge, this is 1. Uses a var so it can be changed easily
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/obj/item/weapon/gun/energy/emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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power_supply.use(round(power_supply.maxcharge / (severity*2)))
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..() //parent emps the battery removing charge
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update_icon()
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..()
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/obj/item/weapon/gun/energy/process_chambered()
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if(in_chamber)
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