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Some more bug fixes (#26)
Some more bugfixes. The Windoor changes from Nanakos pull might conflict. So merge that first and I´ll resolve as needed.
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@@ -604,57 +604,12 @@
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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//breathing in hot/cold air also heats/cools you a bit
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var/temp_adj = breath.temperature - bodytemperature
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if (temp_adj < 0)
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temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
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else
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failed_last_breath = 0
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adjustOxyLoss(-3)
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// Hot air hurts :(
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if((breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
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if(breath.temperature <= species.cold_level_1)
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if(prob(20))
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src << "<span class='danger'>You feel your face freezing and icicles forming in your lungs!</span>"
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else if(breath.temperature >= species.heat_level_1)
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if(prob(20))
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src << "<span class='danger'>You feel your face burning and a searing heat in your lungs!</span>"
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if(breath.temperature >= species.heat_level_1)
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if(breath.temperature < species.heat_level_2)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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else if(breath.temperature < species.heat_level_3)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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else
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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else if(breath.temperature <= species.cold_level_1)
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if(breath.temperature > species.cold_level_2)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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else if(breath.temperature > species.cold_level_3)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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else
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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//breathing in hot/cold air also heats/cools you a bit
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var/temp_adj = breath.temperature - bodytemperature
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if (temp_adj < 0)
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temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
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else
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temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
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temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
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var/relative_density = breath.total_moles / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
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temp_adj *= relative_density
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@@ -161,6 +161,27 @@
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qdel(src)
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return O
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/human/new_xeno = create_new_xenomorph(alien_caste,loc)
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new_xeno.a_intent = I_HURT
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new_xeno.key = key
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new_xeno << "<B>You are now an alien.</B>"
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qdel(src)
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return
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/mob/living/carbon/human/proc/slimeize(adult as num, reproduce as num)
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if (transforming)
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return
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@@ -317,6 +338,3 @@
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//Not in here? Must be untested!
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return 0
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@@ -183,7 +183,7 @@
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process_point_blank(projectile, user, target)
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
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handle_post_fire(user, target, pointblank, reflex, i == _burst)
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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if(i < burst)
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@@ -32,6 +32,7 @@
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force = 8 //looks heavier than a pistol
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self_recharge = 1
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modifystate = null
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var/reliability = 95
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
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