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Fixing ranged bio weapons. #6076

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merged 5 commits into from Feb 14, 2014

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@Soyweiser
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commented Feb 12, 2014

Well that was fun.

Fixed the ranged bio weapons. They had a few bugs.
The fusion blaster didn't use ammo.
The lightning generator didn't use moves.
The laser and lightning generator never refunded biopower on a cancel.
And the lightning generator did not do a lot of damage anymore after the bouncing got nerfed (you cannot bounce back to an already hit target, was possible before).

Fixed the above. Upped the lightning generator damage from 6 to 16. Increased the install difficulty from 3 to 5. (Same as fusion blaster). Fusion blaster is a lot better vs single targets, lightning works on larger groups to soften them up.

Cleaned up some code in bionics.cpp (duplicated code).

Created the BIO_WEAPON tag. Use it next to NO_AMMO implanted weapons. So the game can create the virtual ammo, and then reduce it by one if the gun fired a shot. Burst fire bio weapons are NOT supported.

Fixed the ranged bio weapons. They had a few bugs.
The fusion blaster didn't use ammo.
The lightning generator didn't use moves.
The laser and lightning generator never refunded biopower on a cancel.
And the lightning generator did not do a lot of damage anymore after the bouncing got nerfed.

Fixed the above. Upped the lightning generator damage from 6 to 16. Increaste the install difficulty from 3 to 5. (Same as fusion blaster). Fusion blaster is a lot better vs single targets, lightning works on larger groups to soften them up.

Cleaned up some code in bionics.cpp (duplicated code).

Created the BIO_WEAPON tag. Use it next to NO_AMMO implanted weapons. So the game can create the virtual ammo, and then reduce it by one if the gun fired a shot. Burst fire bio weapons are NOT supported.
@Soyweiser

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commented Feb 12, 2014

If the damage and difficulty increase is to much or unwanted, I could remove that, and just push the bugfixes.

weapon = tmp_item;
if(weapon.charges == 1) { // not fired
power_level += bionics[bio.id]->power_cost;
}
}

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@Soyweiser

Soyweiser Feb 12, 2014

Author Contributor

Moved the bioweapons next to each other. Easier to code on.

moves -= time_to_fire(*this, firing);
}
moves -= time_to_fire(*this, firing);

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@Soyweiser

Soyweiser Feb 12, 2014

Author Contributor

No clue why that code was there. But it supressed the firing time of the lightning generator. I tested it and it seems that you do not use up time for each bounce. But not 100% sure.

@@ -218,7 +218,7 @@
"bashing": 8,
"cutting": 0,
"to_hit": 0,
"difficulty": 3
"difficulty": 5

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@KA101

KA101 Feb 13, 2014

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I'm thinking 4, chiefly because you aren't taking off your hand and probably a good chunk of forearm in the process. FBA does kinda self-complicate its install.

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@Soyweiser

Soyweiser Feb 13, 2014

Author Contributor

Forgot about the taking hand off part. Will update it to be a bit lower later.

Edit: done that.

Soyweiser added some commits Feb 13, 2014

@KA101 KA101 self-assigned this Feb 13, 2014

@KA101 KA101 merged commit c7f9f67 into CleverRaven:master Feb 14, 2014

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@Soyweiser Soyweiser deleted the Soyweiser:CBM_Lightning_Upgrade branch Feb 16, 2014

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