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Radiation refactor (#22158)
# Summary This PR refactors radiation values and cleans up custom radiation values without a definition. This also fixes #22155. ## Changes - Update ARMOR_RAD_STRONG 75 -> 70, now fits RAD_LEVEL_VERY_HIGH. - Update radiation level defines: - NONE = 0 - VERY_LOW = 1 (old LOW) - LOW = 10 - MODERATE = 25 - HIGH = 40 - VERY_HIGH = 70 (old value was 100) - EXTREME = 100 - CATASTROPHIC = 120 - Update a couple of rad values to their respective define name (with minor implicit balancing). - Remove the super awkward/LRP hairloss with high radiation exposure.
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@@ -235,12 +235,6 @@
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Weaken(3)
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if(!lying)
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emote("collapse")
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if(prob(5) && prob(100 * RADIATION_SPEED_COEFFICIENT) && species.name == SPECIES_HUMAN) //apes go bald
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if((h_style != "Bald" || f_style != "Shaved" ))
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to_chat(src, SPAN_WARNING("Your hair falls out."))
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h_style = "Bald"
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f_style = "Shaved"
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update_hair()
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if (total_radiation > 75)
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src.apply_radiation(-1 * RADIATION_SPEED_COEFFICIENT)
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@@ -762,9 +762,7 @@ GLOBAL_LIST_INIT(golem_types, list(
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..()
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/datum/species/golem/uranium/handle_environment_special(var/mob/living/carbon/human/H)
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if(prob(25))
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for(var/mob/living/L in view(7, H))
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L.apply_damage(20, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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SSradiation.radiate(src, RAD_LEVEL_LOW)
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/datum/species/golem/homunculus
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name = SPECIES_GOLEM_MEAT
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