From 23f1f687557d3418ff8510861d7c213b8d431db0 Mon Sep 17 00:00:00 2001 From: Theos Date: Fri, 22 Dec 2023 02:33:47 -0500 Subject: [PATCH] Fix science goggles displaying wrong research value for anomalies (#2607) ## About The Pull Request Anomalies have a randomized research output, which is visible with science goggles. To harvest this research, you have to signal the anomaly, then put the core into your research console. The core's research output was actually just randomized as well with the same range as the anomaly, rather than being given its output, meaning the expected output and actual output could be completely different ## Why It's Good For The Game Science goggles won't lie to you when looking at anomalies ## Changelog :cl: fix: science goggles are now more accurate when judging the research value of anomalies /:cl: Signed-off-by: Theos --- code/game/objects/effects/anomalies/_anomalies.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/game/objects/effects/anomalies/_anomalies.dm b/code/game/objects/effects/anomalies/_anomalies.dm index 3c8340bb284b..e62b1e52f7b3 100644 --- a/code/game/objects/effects/anomalies/_anomalies.dm +++ b/code/game/objects/effects/anomalies/_anomalies.dm @@ -50,7 +50,7 @@ aSignal = new aSignal(src) aSignal.code = rand(1,100) aSignal.anomaly_type = type - aSignal.research = rand(500,4000) + aSignal.research = research_value var/frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ) if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven!