mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
Merged master into BEF.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
This commit is contained in:
@@ -10,7 +10,7 @@
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switch(href_list["makeAntag"])
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if("1")
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log_admin("[key_name(usr)] has spawned a traitor.")
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if(!src.makeTratiors())
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if(!src.makeTraitors())
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usr << "\red Unfortunatly there were no candidates available"
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if("2")
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log_admin("[key_name(usr)] has spawned a changeling.")
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@@ -55,7 +55,7 @@ var/inactive_keys = "None<br>"
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//run a query to get all ckeys inactive for over 2 months
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var/list/inactive_ckeys = list()
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if(ckeys_with_customitems.len)
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var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(),lastseen) > 2")
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var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(), lastseen) > 60")
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query_inactive.Execute()
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while(query_inactive.NextRow())
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var/cur_ckey = query_inactive.item[1]
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@@ -11,7 +11,7 @@ client/proc/one_click_antag()
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/datum/admins/proc/one_click_antag()
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var/dat = {"<B>One-click Antagonist</B><br>
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<a href='?src=\ref[src];makeAntag=1'>Make Tratiors</a><br>
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<a href='?src=\ref[src];makeAntag=1'>Make Traitors</a><br>
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<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
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<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
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<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
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@@ -53,7 +53,7 @@ client/proc/one_click_antag()
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return 0
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/datum/admins/proc/makeTratiors()
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/datum/admins/proc/makeTraitors()
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var/datum/game_mode/traitor/temp = new
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if(config.protect_roles_from_antagonist)
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@@ -2,7 +2,7 @@
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//SECURITY//
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////////////
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#define TOPIC_SPAM_DELAY 4 //4 ticks is about 3/10ths of a second
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#define UPLOAD_LIMIT 1048576 //Restricts client uploads to the server to 1MB //Could probably do with being lower.
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#define UPLOAD_LIMIT 10485760 //Restricts client uploads to the server to 10MB //Boosted this thing. What's the worst that can happen?
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#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
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//I would just like the code ready should it ever need to be used.
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/*
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@@ -252,6 +252,7 @@ datum/preferences
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dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
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dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
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//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
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dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
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dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
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//display limbs below
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@@ -1008,6 +1009,9 @@ datum/preferences
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else
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gender = MALE
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if("disabilities") //please note: current code only allows nearsightedness as a disability
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disabilities = !disabilities//if you want to add actual disabilities, code that selects them should be here
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if("hear_adminhelps")
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toggles ^= SOUND_ADMINHELP
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@@ -237,6 +237,7 @@
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S["sec_record"] << sec_record
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S["player_alt_titles"] << player_alt_titles
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S["be_special"] << be_special
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S["disabilities"] << disabilities
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S["used_skillpoints"] << used_skillpoints
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S["skills"] << skills
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S["skill_specialization"] << skill_specialization
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@@ -1,6 +1,7 @@
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/obj/item/clothing
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name = "clothing"
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//Ears: currently only used for headsets and earmuffs
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/obj/item/clothing/ears
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name = "ears"
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@@ -19,6 +19,8 @@
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vision_flags = SEE_TURFS
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/obj/item/clothing/glasses/meson/prescription
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name = "prescription mesons"
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desc = "Optical Meson Scanner with prescription lenses."
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prescription = 1
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/obj/item/clothing/glasses/science
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@@ -61,6 +63,7 @@
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desc = "Made by Nerd. Co."
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icon_state = "glasses"
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item_state = "glasses"
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prescription = 1
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/obj/item/clothing/glasses/regular/hipster
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name = "Prescription Glasses"
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@@ -129,6 +132,7 @@
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vision_flags = BLIND
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/obj/item/clothing/glasses/sunglasses/prescription
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name = "prescription sunglasses"
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prescription = 1
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/obj/item/clothing/glasses/sunglasses/big
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@@ -97,6 +97,7 @@
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
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if(status_flags & GODMODE) return 0 //godmode
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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return 0
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@@ -384,13 +385,13 @@
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item.layer = initial(item.layer)
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u_equip(item)
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update_icons()
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//if(src.client)
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//src.client.screen -= item
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//item.loc = src.loc
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//if(istype(item, /obj/item))
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//item:dropped(src) // let it know it's been dropped
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if (istype(usr, /mob/living/carbon/monkey)) //Check if a monkey is throwing. Modify/remove this line as required.
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item.loc = src.loc
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if(src.client)
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src.client.screen -= item
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if(istype(item, /obj/item))
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item:dropped(src) // let it know it's been dropped
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//actually throw it!
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if (item)
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@@ -450,6 +450,7 @@
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SA.moles = 0
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if( (abs(310.15 - breath.temperature) > 50) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
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if(status_flags & GODMODE) return 1 //godmode
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if(breath.temperature < 260.15)
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if(prob(20))
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src << "\red You feel your face freezing and an icicle forming in your lungs!"
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@@ -518,6 +519,7 @@
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if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
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//Body temperature is too hot.
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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switch(bodytemperature)
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if(360 to 400)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
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@@ -531,6 +533,7 @@
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else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(200 to 260)
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@@ -548,6 +551,7 @@
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var/pressure = environment.return_pressure()
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var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
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if(status_flags & GODMODE) return 1 //godmode
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switch(adjusted_pressure)
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if(HAZARD_HIGH_PRESSURE to INFINITY)
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adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
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@@ -783,8 +787,8 @@
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var/total_plasmaloss = 0
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for(var/obj/item/I in src)
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if(I.contaminated)
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total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
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total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
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if(status_flags & GODMODE) return 0 //godmode
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adjustToxLoss(total_plasmaloss)
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// if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
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@@ -1223,8 +1227,14 @@
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if(blinded) blind.layer = 18
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else blind.layer = 0
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if( disabilities & NEARSIGHTED && !istype(glasses, /obj/item/clothing/glasses/regular) )
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client.screen += global_hud.vimpaired
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if(disabilities & NEARSIGHTED) //this looks meh but saves a lot of memory by not requiring to add var/prescription
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if(glasses) //to every /obj/item
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var/obj/item/clothing/glasses/G = glasses
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if(!G.prescription)
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client.screen += global_hud.vimpaired
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else
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client.screen += global_hud.vimpaired
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if(eye_blurry) client.screen += global_hud.blurry
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if(druggy) client.screen += global_hud.druggy
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@@ -1270,6 +1280,7 @@
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playsound_local(src,pick(scarySounds),50, 1, -1)
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proc/handle_virus_updates()
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if(status_flags & GODMODE) return 0 //godmode
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if(bodytemperature > 406)
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for(var/datum/disease/D in viruses)
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D.cure()
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@@ -1319,7 +1330,7 @@
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handle_shock()
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..()
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if(status_flags & GODMODE) return 0 //godmode
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if(analgesic) return // analgesic avoids all traumatic shock temporarily
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if(health < 0)// health 0 makes you immediately collapse
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@@ -228,6 +228,7 @@
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_organ_damage(var/brute, var/burn)
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if(status_flags & GODMODE) return 0 //godmode
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adjustBruteLoss(brute)
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adjustFireLoss(burn)
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src.updatehealth()
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@@ -240,6 +241,7 @@
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// damage MANY external organs, in random order
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/mob/living/proc/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
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if(status_flags & GODMODE) return 0 //godmode
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adjustBruteLoss(brute)
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adjustFireLoss(burn)
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src.updatehealth()
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@@ -234,16 +234,12 @@ var/list/ai_list = list()
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/mob/living/silicon/ai/proc/ai_roster()
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set category = "AI Commands"
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set name = "Show Crew Manifest"
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var/dat = "<html><head><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
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var/list/L = list()
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for (var/datum/data/record/t in data_core.general)
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var/R = t.fields["name"] + " - " + t.fields["rank"]
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L += R
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for(var/R in sortList(L))
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dat += "[R]<br>"
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dat += "</body></html>"
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var/dat
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dat += "<h4>Crew Manifest</h4>"
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if(data_core)
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dat += data_core.get_manifest(0) // make it monochrome
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dat += "<br>"
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src << browse(dat, "window=airoster")
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onclose(src, "airoster")
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@@ -743,4 +739,4 @@ var/list/ai_list = list()
|
||||
anchored = 1
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
return ..()
|
||||
|
||||
@@ -413,14 +413,9 @@
|
||||
/mob/living/silicon/pai/proc/softwareManifest()
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||||
var/dat = ""
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||||
dat += "<h2>Crew Manifest</h2><br><br>"
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||||
var/list/L = list()
|
||||
if(!isnull(data_core.general))
|
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for (var/datum/data/record/t in sortRecord(data_core.general))
|
||||
var/R = t.fields["name"] + " - " + t.fields["rank"]
|
||||
L += R
|
||||
for(var/R in sortList(L))
|
||||
dat += "[R]<br>"
|
||||
dat += "</body></html>"
|
||||
if(data_core)
|
||||
dat += data_core.get_manifest(0) // make it monochrome
|
||||
dat += "<br>"
|
||||
return dat
|
||||
|
||||
// Medical Records
|
||||
|
||||
@@ -74,6 +74,9 @@
|
||||
|
||||
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
|
||||
// return
|
||||
|
||||
if(src.stat != CONSCIOUS) return
|
||||
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
|
||||
var/welded = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
|
||||
@@ -170,7 +170,7 @@
|
||||
|
||||
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
|
||||
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
|
||||
equip_to_slot_if_possible(W, slot, 1, 1, 0)
|
||||
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
|
||||
|
||||
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
|
||||
var/list/slot_equipment_priority = list( \
|
||||
|
||||
@@ -365,6 +365,10 @@
|
||||
new_character.dna.ready_dna(new_character)
|
||||
new_character.dna.b_type = client.prefs.b_type
|
||||
|
||||
if(client.prefs.disabilities)
|
||||
new_character.dna.struc_enzymes = setblock(new_character.dna.struc_enzymes,GLASSESBLOCK,toggledblock(getblock(new_character.dna.struc_enzymes,GLASSESBLOCK,3)),3)
|
||||
new_character.disabilities |= NEARSIGHTED
|
||||
|
||||
new_character.key = key //Manually transfer the key to log them in
|
||||
|
||||
return new_character
|
||||
|
||||
@@ -558,6 +558,9 @@ datum/preferences
|
||||
else if(backbag == 3 || backbag == 4)
|
||||
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
|
||||
|
||||
if(disabilities & NEARSIGHTED)
|
||||
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
|
||||
|
||||
preview_icon.Blend(eyes_s, ICON_OVERLAY)
|
||||
if(clothes_s)
|
||||
preview_icon.Blend(clothes_s, ICON_OVERLAY)
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
desc = "It's a high efficiency thermoelectric generator."
|
||||
icon_state = "teg"
|
||||
density = 1
|
||||
use_power = 0
|
||||
anchored = 0
|
||||
idle_power_usage = 50
|
||||
active_power_usage = 1000
|
||||
|
||||
use_power = 1
|
||||
idle_power_usage = 100 //Watts, I hope. Just enough to do the computer and display things.
|
||||
|
||||
var/obj/machinery/atmospherics/binary/circulator/circ1
|
||||
var/obj/machinery/atmospherics/binary/circulator/circ2
|
||||
@@ -57,7 +57,7 @@
|
||||
if(lastgenlev != 0)
|
||||
overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]")
|
||||
|
||||
#define GENRATE 800 // generator output coefficient from Q
|
||||
|
||||
|
||||
/obj/machinery/power/generator/process()
|
||||
|
||||
@@ -87,13 +87,9 @@
|
||||
//world << "delta_temperature = [delta_temperature]; air1_heat_capacity = [air1_heat_capacity]; air2_heat_capacity = [air2_heat_capacity]"
|
||||
|
||||
if(delta_temperature > 0 && air1_heat_capacity > 0 && air2_heat_capacity > 0)
|
||||
use_power = 2
|
||||
var/efficiency = 0.65
|
||||
var/energy_transfer = delta_temperature*air2_heat_capacity*air1_heat_capacity/(air2_heat_capacity+air1_heat_capacity)
|
||||
var/heat = energy_transfer*(1-efficiency)
|
||||
lastgen = energy_transfer*efficiency
|
||||
|
||||
//world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; air2_heat_capacity = [air2_heat_capacity]; air1_heat_capacity = [air1_heat_capacity];"
|
||||
|
||||
if(air2.temperature > air1.temperature)
|
||||
air2.temperature = air2.temperature - energy_transfer/air2_heat_capacity
|
||||
@@ -102,28 +98,20 @@
|
||||
air2.temperature = air2.temperature + heat/air2_heat_capacity
|
||||
air1.temperature = air1.temperature - energy_transfer/air1_heat_capacity
|
||||
|
||||
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [air1_heat_capacity], [air2_heat_capacity]"
|
||||
lastgen = circ1.ReturnPowerGeneration() + circ2.ReturnPowerGeneration()
|
||||
if(lastgen > 0)
|
||||
add_avail(lastgen)
|
||||
|
||||
add_avail(lastgen)
|
||||
|
||||
if(air1)
|
||||
circ1.air2.merge(air1)
|
||||
|
||||
if(air2)
|
||||
circ2.air2.merge(air2)
|
||||
else
|
||||
add_load(-lastgen)
|
||||
|
||||
// update icon overlays and power usage only if displayed level has changed
|
||||
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
|
||||
if(genlev != lastgenlev)
|
||||
lastgenlev = genlev
|
||||
active_power_usage = lastgenlev * 1000
|
||||
if(lastgenlev > 0)
|
||||
use_power = 2
|
||||
else
|
||||
use_power = 1
|
||||
updateicon()
|
||||
|
||||
src.updateDialog()
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/power/generator/attack_ai(mob/user)
|
||||
if(stat & (BROKEN|NOPOWER)) return
|
||||
@@ -162,12 +150,15 @@
|
||||
t += "Inlet Temperature: [round(circ1.air1.temperature, 0.1)] K<BR>"
|
||||
t += "Outlet Pressure: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Outlet Temperature: [round(circ1.air2.temperature, 0.1)] K<BR>"
|
||||
t += "Turbine Status: <A href='?src=\ref[src];turbine1=1'>[circ1.turbine_pumping ? "Pumping" : "Generating"]</a><br><br>"
|
||||
|
||||
t += "<B>Secondary Circulator (bottom/left)</B><BR>"
|
||||
t += "Inlet Pressure: [round(circ2.air1.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Inlet Temperature: [round(circ2.air1.temperature, 0.1)] K<BR>"
|
||||
t += "Outlet Pressure: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Outlet Temperature: [round(circ2.air2.temperature, 0.1)] K<BR>"
|
||||
t += "Turbine Status: <A href='?src=\ref[src];turbine2=1'>[circ2.turbine_pumping ? "Pumping" : "Generating"]</a><br>"
|
||||
|
||||
else
|
||||
t += "Unable to connect to circulators.<br>"
|
||||
t += "Ensure both are in position and wrenched into place."
|
||||
@@ -187,6 +178,15 @@
|
||||
usr << browse(null, "window=teg")
|
||||
usr.unset_machine()
|
||||
return 0
|
||||
|
||||
if( href_list["turbine2"] )
|
||||
if(circ2)
|
||||
circ2.turbine_pumping = !circ2.turbine_pumping
|
||||
|
||||
if( href_list["turbine1"] )
|
||||
if(circ1)
|
||||
circ1.turbine_pumping = !circ1.turbine_pumping
|
||||
|
||||
updateDialog()
|
||||
return 1
|
||||
|
||||
@@ -196,12 +196,22 @@
|
||||
updateicon()
|
||||
|
||||
|
||||
/obj/machinery/power/generator/verb/rotate()
|
||||
/obj/machinery/power/generator/verb/rotate_clock()
|
||||
set category = "Object"
|
||||
set name = "Rotate Generator"
|
||||
set name = "Rotate Generator (Clockwise)"
|
||||
set src in view(1)
|
||||
|
||||
if (usr.stat || usr.restrained() || anchored)
|
||||
return
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
|
||||
/obj/machinery/power/generator/verb/rotate_anticlock()
|
||||
set category = "Object"
|
||||
set name = "Rotate Generator (Counterclockwise)"
|
||||
set src in view(1)
|
||||
|
||||
if (usr.stat || usr.restrained() || anchored)
|
||||
return
|
||||
|
||||
src.dir = turn(src.dir, -90)
|
||||
@@ -341,8 +341,9 @@
|
||||
P.icon_state = "pill"+pillsprite
|
||||
reagents.trans_to(P,50)
|
||||
if(src.loaded_pill_bottle)
|
||||
P.loc = src.loaded_pill_bottle
|
||||
src.updateUsrDialog()
|
||||
if(loaded_pill_bottle.contents.len < loaded_pill_bottle.storage_slots)
|
||||
P.loc = loaded_pill_bottle
|
||||
src.updateUsrDialog()
|
||||
else if (href_list["createbottle"])
|
||||
if(!condi)
|
||||
var/name = reject_bad_text(input(usr,"Name:","Name your bottle!",reagents.get_master_reagent_name()))
|
||||
|
||||
@@ -1136,26 +1136,15 @@ datum
|
||||
reagent_state = LIQUID
|
||||
color = "#660000" // rgb: 102, 0, 0
|
||||
|
||||
//Commenting this out as it's horribly broken. It's a neat effect though, so it might be worth making a new reagent (that is less common) with similar effects. -Pete
|
||||
/*
|
||||
|
||||
reaction_obj(var/obj/O, var/volume)
|
||||
src = null
|
||||
var/turf/the_turf = get_turf(O)
|
||||
if(!the_turf)
|
||||
return //No sense trying to start a fire if you don't have a turf to set on fire. --NEO
|
||||
var/datum/gas_mixture/napalm = new
|
||||
var/datum/gas/volatile_fuel/fuel = new
|
||||
fuel.moles = 15
|
||||
napalm.trace_gases += fuel
|
||||
the_turf.assume_air(napalm)
|
||||
new /obj/effect/decal/cleanable/liquid_fuel(the_turf, volume)
|
||||
reaction_turf(var/turf/T, var/volume)
|
||||
src = null
|
||||
var/datum/gas_mixture/napalm = new
|
||||
var/datum/gas/volatile_fuel/fuel = new
|
||||
fuel.moles = 15
|
||||
napalm.trace_gases += fuel
|
||||
T.assume_air(napalm)
|
||||
return*/
|
||||
new /obj/effect/decal/cleanable/liquid_fuel(T, volume)
|
||||
return
|
||||
on_mob_life(var/mob/living/M as mob)
|
||||
if(!M) M = holder.my_atom
|
||||
M.adjustToxLoss(1)
|
||||
|
||||
@@ -385,8 +385,10 @@ datum
|
||||
for(var/turf/simulated/floor/target_tile in range(0,location))
|
||||
|
||||
var/datum/gas_mixture/napalm = new
|
||||
var/datum/gas/volatile_fuel/fuel = new
|
||||
fuel.moles = created_volume
|
||||
napalm.trace_gases += fuel
|
||||
|
||||
napalm.toxins = created_volume*10
|
||||
napalm.temperature = 400+T0C
|
||||
napalm.update_values()
|
||||
|
||||
|
||||
@@ -595,7 +595,7 @@ datum/design/posibrain
|
||||
|
||||
build_type = PROTOLATHE
|
||||
materials = list("$metal" = 2000, "$glass" = 1000, "$silver" = 1000, "$gold" = 500, "$plasma" = 500, "$diamond" = 100)
|
||||
build_path = "/obj/item/device/posibrain"
|
||||
build_path = "/obj/item/device/mmi/posibrain"
|
||||
|
||||
///////////////////////////////////
|
||||
//////////Mecha Module Disks///////
|
||||
|
||||
Reference in New Issue
Block a user