Infection chance proc improvements

Instead of magic type bits, the infection protection value of clothing is mostly based on it's bio armor value, which is much more flexible. Also gloves and shoes to contribute to protection values, and adjusts surgical mask bio protection.
Hardsuits gain voidsuit level bio protection, when sealed.
Wearing a face mask helps prevent others from catching airborne diseases.
Also fixes #7909
This commit is contained in:
unknown
2015-01-22 11:10:57 -05:00
committed by mwerezak
parent d836103b22
commit 7590bbac99
7 changed files with 68 additions and 51 deletions
+1 -1
View File
@@ -35,7 +35,7 @@
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
var/zoomdevicename = null //name used for message when binoculars/scope is used