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Happy Hunting (#7738)
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@@ -24,8 +24,8 @@
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#define SOUND_MINIMUM_PRESSURE 10
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#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.
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#define MAX_HIGH_PRESSURE_DAMAGE 4 // This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
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#define LOW_PRESSURE_DAMAGE 2 // The amount of damage someone takes when in a low pressure area. (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define MAX_HIGH_PRESSURE_DAMAGE 4 // This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
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#define LOW_PRESSURE_DAMAGE 0.7 // The amount of damage someone takes when in a low pressure area. (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define MINIMUM_PRESSURE_DIFFERENCE_TO_SUSPEND (MINIMUM_AIR_TO_SUSPEND*R_IDEAL_GAS_EQUATION*T20C)/CELL_VOLUME // Minimum pressure difference between zones to suspend
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#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 // Minimum ratio of air that must move to/from a tile to suspend group processing
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@@ -40,11 +40,11 @@
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#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION (T20C + 200)
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// Must be between 0 and 1. Values closer to 1 equalize temperature faster. Should not exceed 0.4, else strange heat flow occurs.
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#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
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#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
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#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 // A hack to partly simulate radiative heat.
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#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
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#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
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#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
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#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 // A hack to partly simulate radiative heat.
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#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 // A hack for now.
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// Fire damage.
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@@ -448,10 +448,15 @@
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else if(adjusted_pressure >= species.hazard_low_pressure)
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pressure_alert = -1
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else
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if( !(COLD_RESISTANCE in mutations))
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take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
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if(getOxyLoss() < 55) // 11 OxyLoss per 4 ticks when wearing internals; unconsciousness in 16 ticks, roughly half a minute
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adjustOxyLoss(4) // 16 OxyLoss per 4 ticks when no internals present; unconsciousness in 13 ticks, roughly twenty seconds
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if(!(COLD_RESISTANCE in mutations))
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var/list/obj/item/organ/external/organs = get_damageable_organs()
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for(var/obj/item/organ/external/O in organs)
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if(QDELETED(O))
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continue
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if((O.damage + LOW_PRESSURE_DAMAGE) < O.max_damage)
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O.take_damage(brute = LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
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if(getOxyLoss() < 55)
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adjustOxyLoss(4)
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pressure_alert = -2
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else
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pressure_alert = -1
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