Ports the radiation subsystem and cleans up damage flags. (#15715)

This commit is contained in:
Matt Atlas
2023-02-07 13:22:47 +01:00
committed by GitHub
parent 5527fc0810
commit 31c73ead85
198 changed files with 981 additions and 649 deletions
+3 -3
View File
@@ -117,9 +117,9 @@ Contains helper procs for airflow, handled in /connection_group.
bloody_body(src)
var/b_loss = airflow_speed * vsc.airflow_damage
apply_damage(b_loss/3, BRUTE, BP_HEAD, used_weapon = "Airflow")
apply_damage(b_loss/3, BRUTE, BP_CHEST, used_weapon = "Airflow")
apply_damage(b_loss/3, BRUTE, BP_GROIN, used_weapon = "Airflow")
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_HEAD, used_weapon = "Airflow")
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_CHEST, used_weapon = "Airflow")
apply_damage(b_loss/3, DAMAGE_BRUTE, BP_GROIN, used_weapon = "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))
+8 -8
View File
@@ -417,7 +417,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
apply_damage(2.5*mx, BURN)
apply_damage(2.5*mx, DAMAGE_BURN)
/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
@@ -452,13 +452,13 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, used_weapon = "Fire")
apply_damage(2.5*mx*chest_exposure, BURN, BP_CHEST, used_weapon = "Fire")
apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, used_weapon = "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, used_weapon = "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, used_weapon = "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, used_weapon = "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, used_weapon = "Fire")
apply_damage(2.5*mx*head_exposure, DAMAGE_BURN, BP_HEAD, used_weapon = "Fire")
apply_damage(2.5*mx*chest_exposure, DAMAGE_BURN, BP_CHEST, used_weapon = "Fire")
apply_damage(2.0*mx*groin_exposure, DAMAGE_BURN, BP_GROIN, used_weapon = "Fire")
apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_L_LEG, used_weapon = "Fire")
apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_R_LEG, used_weapon = "Fire")
apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_L_ARM, used_weapon = "Fire")
apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_R_ARM, used_weapon = "Fire")
#undef FIRE_LIGHT_1