* 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
This commit is contained in:
clusterfack
2016-08-31 13:59:19 -05:00
committed by sood
parent 4aa3a13432
commit 619b7bc475
7 changed files with 10 additions and 10 deletions

View File

@@ -24,7 +24,7 @@ var/global/list/obj/item/beacon/beacons = list()
var/newfreq = input(user, "Input a new frequency for the beacon", "Frequency", null) as num
if(!newfreq)
return
frequency = sanitize_frequency(format_frequency(newfreq))
frequency = format_frequency(sanitize_frequency(newfreq))
/obj/item/beacon/verb/alter_signal(t as text)
set name = "Alter Beacon's Signal"

View File

@@ -76,7 +76,7 @@ client/verb/JoinResponseTeam()
ticker.mode.ert += new_commando.mind
message_admins("[new_commando]/[usr.key] has joined the Emergency Response Team.")
message_admins("[key_name(usr)] has joined the Emergency Response Team.")
return
else

View File

@@ -435,7 +435,7 @@ var/global/ingredientLimit = 10
src.ingredient.color = "#FFAD33"
src.ingredient.forceMove(src.loc)
for(var/obj/item/embedded in src.ingredient.contents)
embedded.forceMove(src.loc)
embedded.forceMove(ingredient)
else //some admin enabled funfood and we're frying the captain's ID or someshit
var/obj/item/weapon/reagent_containers/food/snacks/deepfryholder/D = new(src.loc)
if(cooks_in_reagents)
@@ -454,7 +454,7 @@ var/global/ingredientLimit = 10
qdel(H.stored_mob)
for(var/obj/item/embedded in src.ingredient.contents)
embedded.forceMove(src.loc)
embedded.forceMove(D)
qdel(src.ingredient)

View File

@@ -188,5 +188,6 @@
damage_type = BRUTE
/obj/item/projectile/web/Bump(atom/A)
new /obj/effect/spider/stickyweb(src.loc)
if(!(locate(/obj/effect/spider/stickyweb) in get_turf(src)))
new /obj/effect/spider/stickyweb(get_turf(src))
qdel(src)

View File

@@ -118,9 +118,8 @@
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/emp_act(severity)
charge -= 1000 / severity
if (charge < 0)
charge = 0
var/powerloss = round(16 * sqrt(maxcharge) / severity, 50) //at severity 1, ~500 for 1000 power cells, ~2750 for 30,000 power cells
charge = max(charge - powerloss, 0)
if(reliability != 100 && prob(50/severity))
reliability -= 10 / severity
..()

View File

@@ -12,9 +12,9 @@
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
/obj/item/weapon/gun/energy/emp_act(severity)
power_supply.use(round(power_supply.maxcharge / severity))
power_supply.use(round(power_supply.maxcharge / (severity*2)))
..() //parent emps the battery removing charge
update_icon()
..()
/obj/item/weapon/gun/energy/process_chambered()
if(in_chamber)

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