diff --git a/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorBoundUserInterface.cs b/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorBoundUserInterface.cs index b140aac80b..ce0ed1f312 100644 --- a/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorBoundUserInterface.cs +++ b/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorBoundUserInterface.cs @@ -45,7 +45,8 @@ namespace Content.Client.ParticleAccelerator.UI { base.Dispose(disposing); - _menu?.Close(); + _menu?.Dispose(); + _menu = null; } } } diff --git a/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorControlMenu.cs b/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorControlMenu.cs index 7227c7db70..ab870380ce 100644 --- a/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorControlMenu.cs +++ b/Content.Client/ParticleAccelerator/UI/ParticleAcceleratorControlMenu.cs @@ -334,11 +334,13 @@ namespace Content.Client.ParticleAccelerator.UI { return new(this, resourceCache, name, state); } + + UpdateUI(false, false, false, false); } private bool StrengthSpinBoxValid(int n) { - return (n >= 0 && n <= 4 && !_blockSpinBox); + return (n >= 0 && n <= 3 && !_blockSpinBox); } private void PowerStateChanged(object? sender, ValueChangedEventArgs e) @@ -358,13 +360,15 @@ namespace Content.Client.ParticleAccelerator.UI case 3: newState = ParticleAcceleratorPowerState.Level2; break; - case 4: - newState = ParticleAcceleratorPowerState.Level3; - break; + // They can't reach this level anyway and I just want to fix the bugginess for now. + //case 4: + // newState = ParticleAcceleratorPowerState.Level3; + // break; default: return; } + _stateSpinBox.SetButtonDisabled(true); Owner.SendPowerStateMessage(newState); } diff --git a/Content.Server/Singularity/Components/EmitterComponent.cs b/Content.Server/Singularity/Components/EmitterComponent.cs index 4addcfef9e..eab75d81fe 100644 --- a/Content.Server/Singularity/Components/EmitterComponent.cs +++ b/Content.Server/Singularity/Components/EmitterComponent.cs @@ -16,7 +16,7 @@ namespace Content.Server.Singularity.Components // For the "emitter fired" sound public const float Variation = 0.25f; public const float Volume = 0.5f; - public const float Distance = 3f; + public const float Distance = 6f; [ViewVariables] public int FireShotCounter; diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml index c14e97991c..c3c4c4b827 100644 --- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml +++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml @@ -179,6 +179,7 @@ - Impassable - Opaque - type: Projectile +# soundHit: Waiting on serv3 damage: types: Heat: 14