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https://github.com/Aurorastation/Aurora.3.git
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New Map Roof (#2484)
Fixes the command roof De-randomizes fall damage. Fall damage is now the base variable * z_levels_fallen * species.fallmod + rand(-base variable/2, base variable/2) Incorporates the first try at reasonable z_velocity. Base variable + 5(z_levels_fallen^2) Adds toilets to the main level Adds Poly.
This commit is contained in:
@@ -982,7 +982,7 @@ area/space/atmosalert()
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allow_nightmode = 1
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/area/crew_quarters/locker/locker_toilet
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name = "\improper Locker Toilets"
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name = "\improper Main Level Toilets"
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icon_state = "toilet"
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sound_env = SMALL_ENCLOSED
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@@ -297,10 +297,11 @@
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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var/damage = 30 * levels_fallen
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apply_damage(rand(0, damage), BRUTE)
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apply_damage(rand(0, damage), BRUTE)
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apply_damage(rand(0, damage), BRUTE)
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((30 + z_velocity) + rand(-15,15))
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apply_damage(damage, BRUTE)
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apply_damage(damage, BRUTE)
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apply_damage(damage, BRUTE)
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// The only piece of duplicate code. I was so close. Soooo close. :ree:
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if(!isSynthetic())
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@@ -327,13 +328,14 @@
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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var/damage = 25 * species.fall_mod * levels_fallen
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = (((25 * species.fall_mod) + z_velocity) + rand(-13,13))
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if(prob(20)) //landed on their head
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apply_damage(rand(0, damage), BRUTE, "head")
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apply_damage(damage, BRUTE, "head")
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else if(prob(20)) //landed on their arms
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apply_damage(rand(0, damage), BRUTE, "l_arm")
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apply_damage(rand(0, damage), BRUTE, "r_arm")
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apply_damage(damage, BRUTE, "l_arm")
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apply_damage(damage, BRUTE, "r_arm")
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "r_hand")
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@@ -351,7 +353,7 @@
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if(prob(50))
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apply_damage(rand(0, (damage/2)), BRUTE, "groin")
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apply_damage(rand(0, damage), BRUTE, "chest")
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apply_damage(damage, BRUTE, "chest")
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Weaken(rand(0, damage/2))
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@@ -381,11 +383,12 @@
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if (!.)
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return
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var/damage = 40 * levels_fallen
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take_damage(rand(0, damage))
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take_damage(rand(0, damage))
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take_damage(rand(0, damage))
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take_damage(rand(0, damage))
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((40 + z_velocity) + rand(-20,20))
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take_damage(damage)
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take_damage(damage)
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take_damage(damage)
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take_damage(damage)
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playsound(loc, "sound/effects/bang.ogg", 100, 1)
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playsound(loc, "sound/effects/bamf.ogg", 100, 1)
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@@ -395,11 +398,12 @@
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if (!.)
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return
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var/damage = 35 * levels_fallen
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health -= (rand(0, damage) * brute_dam_coeff)
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health -= (rand(0, damage) * brute_dam_coeff)
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health -= (rand(0, damage) * brute_dam_coeff)
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health -= (rand(0, damage) * brute_dam_coeff)
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((35 + z_velocity) + rand(-18,18))
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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health -= (damage * brute_dam_coeff)
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playsound(loc, "sound/effects/clang.ogg", 75, 1)
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@@ -427,7 +431,8 @@
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var/weight = fall_specs[1]
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var/fall_force = fall_specs[2]
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var/speed = levels_fallen * throw_speed
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var/z_velocity = 5*(levels_fallen**2)
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var/speed = z_velocity + throw_speed
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var/mass = (weight / THROWNOBJ_KNOCKBACK_DIVISOR) + density + opacity
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var/momentum = speed * mass
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var/damage = round(fall_force * (speed / THROWNOBJ_KNOCKBACK_DIVISOR) * momentum)
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