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Ports the radiation subsystem and cleans up damage flags. (#15715)
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+3
-3
@@ -117,9 +117,9 @@ Contains helper procs for airflow, handled in /connection_group.
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bloody_body(src)
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var/b_loss = airflow_speed * vsc.airflow_damage
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apply_damage(b_loss/3, BRUTE, BP_HEAD, used_weapon = "Airflow")
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apply_damage(b_loss/3, BRUTE, BP_CHEST, used_weapon = "Airflow")
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apply_damage(b_loss/3, BRUTE, BP_GROIN, used_weapon = "Airflow")
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apply_damage(b_loss/3, DAMAGE_BRUTE, BP_HEAD, used_weapon = "Airflow")
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apply_damage(b_loss/3, DAMAGE_BRUTE, BP_CHEST, used_weapon = "Airflow")
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apply_damage(b_loss/3, DAMAGE_BRUTE, BP_GROIN, used_weapon = "Airflow")
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if(airflow_speed > 10)
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Paralyse(round(airflow_speed * vsc.airflow_stun))
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+8
-8
@@ -417,7 +417,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
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/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
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apply_damage(2.5*mx, BURN)
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apply_damage(2.5*mx, DAMAGE_BURN)
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/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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@@ -452,13 +452,13 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
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//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
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apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, used_weapon = "Fire")
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apply_damage(2.5*mx*chest_exposure, BURN, BP_CHEST, used_weapon = "Fire")
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apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, used_weapon = "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, used_weapon = "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, used_weapon = "Fire")
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apply_damage(2.5*mx*head_exposure, DAMAGE_BURN, BP_HEAD, used_weapon = "Fire")
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apply_damage(2.5*mx*chest_exposure, DAMAGE_BURN, BP_CHEST, used_weapon = "Fire")
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apply_damage(2.0*mx*groin_exposure, DAMAGE_BURN, BP_GROIN, used_weapon = "Fire")
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apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_L_LEG, used_weapon = "Fire")
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apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_R_LEG, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_L_ARM, used_weapon = "Fire")
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apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_R_ARM, used_weapon = "Fire")
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#undef FIRE_LIGHT_1
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