Turns out I forgot that the game uses Kelvin oops
New temp is 300°K which is roughly 27°C
I'm still in favor of removing hotspot_expose for sparks altogether, but that's
out of scope for this PR.
this is why I drink
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* Tones down values for a lot of different hotspot_expose calls
* Update LINDA_fire.dm (#38217)
* Automatic changelog compile, [ci skip]
* Slight changes to camera network code (#38223)
* Removes a useless var and corrects two cameras to use the automatic naming system to reduce dv usage.
* Damn github didnt notice this was here....
* Fixes datediff not returning (#38215)
* Fixes pocket items being deleted when monkeyizing (#38220)
* Automatic changelog generation for PR #38220 [ci skip]
* readds atmos heating from hotspot_expose(), as requested by naksu
* Tones down hotspot_expose values for sparks moving and destroying
* tones down item heat by a lot. no more burning your face off after smoking a cigarette
* Buffs Clogged Vents
🆑 Iamgoofball
feature: Clogged Vents now has some teeth
/🆑
This was the only part of GoofEvents players liked
* Update effects_foam.dm
* Update vent_clog.dm
* Update vent_clog.dm
* Update vent_clog.dm
* Update vent_clog.dm
* Update vent_clog.dm
- Fixes copy_to runtiming if you transfer from a container that contains nothing directly to a reagents datum
- Removes redundant total_volume check in trans_to
- Fixes cryostylane and pyrosium not heating up people
- Fixes cryostylane cooling beakers to negative kelvins
- Fixes cryostylane cooling people to negative kelvins (stop copypasting code for temperature)
* this will end horribly
* s
* kek
* wew
* i dont know what an atomized pr is
* lets hope this doesnt blow up
* ok
* Update living.dm
* Update flightsuit.dm
* Update living.dm
* Update living.dm
* Update effects_explosion.dm
* god damn it
* Update effects_explosion.dm
* Update effects_explosion.dm
* THANK YOU KEVINZ FOR THE WRAPPER
* Update effects_explosion.dm
* Update effects_explosion.dm
* clean my ass
* Renamed GASLIST into ADD_GAS
* Reordered ASSERT_GAS arguments around
* Replaced all instances of add_gas with the define
* Removed once instance of manual duplication of ASSERT_GAS with the real deal
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* atmos resin now makes the floor non-slippery, increased the turf coverage of resin by one unit
* Atmos resin removes wetness on floor tiles upon generation
* Ports duplicated slipping code to a component
* Makes metal not slippery
* asdf
* Instead of cherry picking like an idiot I could just copy paster
* OOP
* And blood, don't forget Fry's blood!
* Further fixes
* A more generic fashion
* Use the new system
* Fixes
* Fix cartridge type
* Remove inertia
This reduces confusion arising from the fact byond already has a built
in byond proc also named Bump.
We used an argument called yes to distinguish our Bump from byond's
builtin bump, but then we failed to make sure everyone of our bumps
properly override it, so a bunch of things have been double bumping
This resolves that issue permanently
I've also removed the second argument as it no longer has a purpose
I also cleaned up the recycler bump as it didn't do anything the
parent procs didn't already do