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Bomb and Radioactivity Behaviors (#21593)
changes: - balance: "Dirty bomb cleanable 'greenglow' decal left behind is now actually radioactive to make it more persistently hazardous." - balance: "'Radioactive waste' rare Warehouse spawn submap now uses low-radioactivity variants for some of its contents and also been given a radioactive gear crate." - balance: "Adds increased taste_mult values to radioactive waste, napalm, and nitroglycerin; it should be noticeable if your drink is spiked with any of them." - balance: "Both uranium and radioactive waste reagents will create radioactive pools on the floor if spilled (uranium weak, radioactive waste medium/strong)." - balance: "Bombs are now allowed to be planted on any mob type except for carbons." - balance: "Increases the numbers of assemblies (signalers, igniters, etc.) stocked in vending machines." - rscadd: "Adds a radioactive waste chemical canister to the Uplink (5 tc)." - code_imp: "Adds additional variants of greenglow/radioactive decal and radioactive_waste/hazardous obj that are more or less radioactive for mapping and ST use." - code_imp: "Cleans up bomb timer setting code and admin logging." - qol: "Adds more examine hints to reagent dispensers." - qol: "Adds more examine hints to bombs." The 'radioactive waste chemical canister' item cost was set to 5 tc to match the other 'hazardous chemical' antag item, the Chlorine Tank.
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@@ -64,12 +64,57 @@
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H.apply_radiation(5)
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STOP_PROCESSING(SSprocessing, src)
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ABSTRACT_TYPE(/obj/effect/decal/cleanable/greenglow/radioactive)
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/// Radiation generated by SSradiation.radiate each process() tick.
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var/radioactivity
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light_range = 2
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light_power = 0.6
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light_color = "#64C864"
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/obj/effect/decal/cleanable/greenglow/radioactive/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Characters directly adjacent to or on top of this object will be exposed to <b>[radioactivity] IU/s</b> of radiation. Radiation falls off (approximately) by 75% for every tile away you move."
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/obj/effect/decal/cleanable/greenglow/radioactive/low
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radioactivity = 20
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/obj/effect/decal/cleanable/greenglow/radioactive/low/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Geiger counters will start clicking at ~5 tiles away from this object."
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. += "Almost all voidsuits, including softsuits, provide sufficient protection to move safely adjacent to it."
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/obj/effect/decal/cleanable/greenglow/radioactive/medium
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radioactivity = 40
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/obj/effect/decal/cleanable/greenglow/radioactive/medium/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Geiger counters will start clicking at ~8 tiles away from this object."
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. += "An engineering or atmos voidsuit is necessary to move safely adjacent to it."
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/obj/effect/decal/cleanable/greenglow/radioactive/high
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radioactivity = 80
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/obj/effect/decal/cleanable/greenglow/radioactive/high/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Geiger counters will start clicking at ~10 tiles away from this object."
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. += "A radsuit is necessary to move safely adjacent to it."
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/obj/effect/decal/cleanable/greenglow/radioactive/extreme
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/// This is higher than radsuits can absorb! Use with caution.
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radioactivity = 120
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/obj/effect/decal/cleanable/greenglow/radioactive/extreme/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Geiger counters will start clicking at ~12 tiles away from this object."
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. += "No living thing can safely stand next to this object! Borgs or IPCs only!"
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/obj/effect/decal/cleanable/greenglow/radioactive/Initialize()
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/obj/effect/decal/cleanable/greenglow/radioactive/process()
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SSradiation.radiate(src, 25)
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SSradiation.radiate(src, radioactivity)
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/obj/effect/decal/cleanable/cobweb
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name = "cobweb"
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