Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Make secondaries use $energy consumed #3847

Merged
merged 3 commits into from Dec 26, 2021

Conversation

Baezon
Copy link
Member

@Baezon Baezon commented Dec 23, 2021

It was completely ignored before. Just to be sure, I checked retail and no secondary had any energy consumption listed, nor did any of the high-profile mods I checked, which makes sense, since usually people will use retail weapons as a base.

Additionally, the weapon energy bar will now only flash if the weapon in question is actually starved of energy. Being out of missiles, or ballistics with no ammo will not flash the energy bar (ballistics used to do so even if they were merely out of ammo).

@Baezon Baezon added fix A fix for bugs, not-a-bugs, and/or regressions. gameplay A feature or issue that can significantly impact gameplay HUD A feature or issue related to the HUD labels Dec 23, 2021
code/hud/hudtarget.cpp Show resolved Hide resolved
code/ship/ship.cpp Outdated Show resolved Hide resolved
code/ship/ship.cpp Outdated Show resolved Hide resolved
Copy link
Contributor

@Goober5000 Goober5000 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

LGTM

@Baezon Baezon merged commit 7bec61f into scp-fs2open:master Dec 26, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
fix A fix for bugs, not-a-bugs, and/or regressions. gameplay A feature or issue that can significantly impact gameplay HUD A feature or issue related to the HUD
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants