mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 20:11:04 +01:00
Merge pull request #7841 from comma/firefirEFIREBURNAHAHAHA
Ported TG's code for burny mobs, by ergovisavi.
This commit is contained in:
@@ -159,4 +159,4 @@
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desc = "You can hear the distant sounds of rhythmic electronica."
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icon_state = "richard"
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body_parts_covered = HEAD|FACE
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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@@ -223,7 +223,10 @@
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usr << "<span class='deadsay'>[t_He] has no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
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else
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usr << "<span class='deadsay'>[t_He] has a pulse!</span>"
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if(fire_stacks)
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msg += "[t_He] [t_is] covered in some liquid.\n"
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if(on_fire)
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msg += "<span class='warning'>[t_He] [t_is] on fire!.</span>\n"
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msg += "<span class='warning'>"
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if(nutrition < 100)
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@@ -112,6 +112,9 @@
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//Handle temperature/pressure differences between body and environment
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handle_environment(environment) //Optimized a good bit.
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//Check if we're on fire
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handle_fire()
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//Status updates, death etc.
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handle_regular_status_updates() //Optimized a bit
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update_canmove()
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@@ -788,6 +791,8 @@
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if (abs(body_temperature_difference) < 0.5)
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return //fuck this precision
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if (on_fire)
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return //too busy for pesky convection
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if(bodytemperature < species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
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if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
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@@ -1775,5 +1780,15 @@
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speech_problem_flag = 1
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return stuttering
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/mob/living/carbon/human/handle_fire()
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if(..())
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return
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var/burn_temperature = fire_burn_temperature()
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var/thermal_protection = get_heat_protection(burn_temperature)
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if (thermal_protection < 1 && bodytemperature < burn_temperature)
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bodytemperature += round(BODYTEMP_HEATING_MAX*(1-thermal_protection), 1)
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#undef HUMAN_MAX_OXYLOSS
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#undef HUMAN_CRIT_MAX_OXYLOSS
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@@ -126,8 +126,9 @@ Please contact me on #coderbus IRC. ~Carn x
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#define LEGCUFF_LAYER 19
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#define L_HAND_LAYER 20
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#define R_HAND_LAYER 21
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#define TARGETED_LAYER 22 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 22
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#define FIRE_LAYER 22 //If you're on fire
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#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 23
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -508,6 +509,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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update_inv_handcuffed(0)
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update_inv_legcuffed(0)
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update_inv_pockets(0)
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update_fire(0)
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UpdateDamageIcon()
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update_icons()
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//Hud Stuff
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@@ -911,6 +913,13 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_fire(var/update_icons=1)
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overlays_standing[FIRE_LAYER] = null
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if(on_fire)
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overlays_standing[FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"=-FIRE_LAYER)
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if(update_icons) update_icons()
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// Used mostly for creating head items
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/mob/living/carbon/human/proc/generate_head_icon()
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//gender no longer matters for the mouth, although there should probably be seperate base head icons.
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@@ -969,4 +978,5 @@ proc/get_damage_icon_part(damage_state, body_part)
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#undef L_HAND_LAYER
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#undef R_HAND_LAYER
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#undef TARGETED_LAYER
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#undef FIRE_LAYER
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#undef TOTAL_LAYERS
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@@ -57,6 +57,9 @@
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if(environment) // More error checking -- TLE
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handle_environment(environment)
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//Check if we're on fire
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handle_fire()
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//Status updates, death etc.
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handle_regular_status_updates()
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update_canmove()
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@@ -629,3 +632,9 @@
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proc/handle_changeling()
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if(mind && mind.changeling)
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mind.changeling.regenerate()
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/mob/living/carbon/monkey/handle_fire()
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if(..())
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return
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adjustFireLoss(6)
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return
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@@ -5,7 +5,8 @@
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#define M_L_HAND_LAYER 4
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#define M_R_HAND_LAYER 5
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#define TARGETED_LAYER 6
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#define M_TOTAL_LAYERS 6
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#define M_FIRE_LAYER 6
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#define M_TOTAL_LAYERS 7
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/////////////////////////////////
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/mob/living/carbon/monkey
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@@ -19,6 +20,7 @@
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update_inv_r_hand(0)
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update_inv_l_hand(0)
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update_inv_handcuffed(0)
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update_fire(0)
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update_icons()
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//Hud Stuff
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update_hud()
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@@ -109,6 +111,12 @@
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overlays_standing[TARGETED_LAYER] = null
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if(update_icons) update_icons()
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/mob/living/carbon/monkey/update_fire(var/update_icons=1)
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if(on_fire)
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overlays_standing[M_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"= -M_FIRE_LAYER)
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else
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overlays_standing[M_FIRE_LAYER] = null
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if(update_icons) update_icons()
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//Monkey Overlays Indexes////////
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#undef M_MASK_LAYER
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#undef M_BACK_LAYER
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@@ -116,5 +124,6 @@
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#undef M_L_HAND_LAYER
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#undef M_R_HAND_LAYER
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#undef TARGETED_LAYER
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#undef M_FIRE_LAYER
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#undef M_TOTAL_LAYERS
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@@ -281,6 +281,8 @@
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C.legcuffed = initial(C.legcuffed)
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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ExtinguishMob()
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fire_stacks = 0
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/mob/living/proc/rejuvenate()
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@@ -628,9 +630,21 @@
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BD.attack_hand(usr)
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C.open()
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//breaking out of handcuffs
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//drop && roll or breaking out of handcuffs
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else if(iscarbon(L))
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var/mob/living/carbon/CM = L
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if(CM.on_fire && CM.canmove)
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CM.fire_stacks -= 5
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CM.Weaken(3)
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CM.spin(32,2)
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
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"<span class='notice'>You stop, drop, and roll!</span>")
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sleep(30)
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if(fire_stacks <= 0)
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
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"<span class='notice'>You extinguish yourself.</span>")
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ExtinguishMob()
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return
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if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
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CM.next_move = world.time + 100
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CM.last_special = world.time + 100
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@@ -843,4 +857,22 @@
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return 1
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/mob/living/proc/slip(var/slipped_on,stun_duration=8)
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return 0
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return 0
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/mob/living/carbon/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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set_dir(D)
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spintime -= speed
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return
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@@ -191,3 +191,52 @@
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src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
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spawn(1) updatehealth()
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return 1
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/mob/living/proc/IgniteMob()
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if(fire_stacks > 0 && !on_fire)
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on_fire = 1
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src.AddLuminosity(3)
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update_fire()
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/mob/living/proc/ExtinguishMob()
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if(on_fire)
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on_fire = 0
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fire_stacks = 0
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src.AddLuminosity(-3)
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update_fire()
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/mob/living/proc/update_fire()
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return
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/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
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fire_stacks = Clamp(fire_stacks + add_fire_stacks, min = FIRE_MIN_STACKS, max = FIRE_MAX_STACKS)
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/mob/living/proc/handle_fire()
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if(fire_stacks < 0)
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fire_stacks = max(0, fire_stacks++) //If we've doused ourselves in water to avoid fire, dry off slowly
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if(!on_fire)
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return 1
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else if(fire_stacks <= 0)
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ExtinguishMob() //Fire's been put out.
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return 1
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var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
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if(G.gas["oxygen"] < 1)
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ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
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return 1
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var/turf/location = get_turf(src)
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location.hotspot_expose(fire_burn_temperature(), 50, 1)
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/mob/living/fire_act()
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adjust_fire_stacks(0.5)
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IgniteMob()
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//Finds the effective temperature that the mob is burning at.
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/mob/living/proc/fire_burn_temperature()
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if (fire_stacks <= 0)
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return 0
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//Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot.
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return round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2)
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@@ -38,4 +38,6 @@
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var/tod = null // Time of death
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var/update_slimes = 1
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var/silent = null // Can't talk. Value goes down every life proc.
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var/mob_size // Used by lockers.
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var/mob_size // Used by lockers.
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var/on_fire = 0 //The "Are we on fire?" var
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var/fire_stacks
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@@ -258,10 +258,15 @@ datum
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if(!cube.wrapped)
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cube.Expand()
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reaction_mob(var/mob/M, var/method=TOUCH, var/volume)
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)
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if (istype(M, /mob/living/carbon/slime))
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var/mob/living/carbon/slime/S = M
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S.apply_water()
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if(method == TOUCH && isliving(M))
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M.adjust_fire_stacks(-(volume / 10))
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if(M.fire_stacks <= 0)
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M.ExtinguishMob()
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return
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water/holywater
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name = "Holy Water"
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@@ -911,6 +916,12 @@ datum
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M.adjustToxLoss(1)
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..()
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return
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH)
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M.adjust_fire_stacks(volume / 10)
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return
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space_cleaner
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name = "Space cleaner"
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@@ -1665,6 +1676,12 @@ datum
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src = null
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T.assume_gas("volatile_fuel", volume, T20C)
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return
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with plasma is stronger than fuel!
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH)
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M.adjust_fire_stacks(volume / 5)
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return
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toxin/lexorin
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name = "Lexorin"
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@@ -3335,6 +3352,12 @@ datum
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usr << "It wasn't enough..."
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return
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with ethanol isn't quite as good as fuel.
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH)
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M.adjust_fire_stacks(volume / 15)
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return
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ethanol/beer
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name = "Beer"
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id = "beer"
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