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https://github.com/CHOMPStation2/CHOMPStation2.git
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-Breathing plasma will now give you the plasma reagent for toxic damage which will need treatment, in order to remove it from your body quickly. This creates a nice poison effect.
-Made the plasma reagent damage you more. -Syndicate agent cards will now work inside pdas/wallets. -Switched some comments around in event.dm -There was a bug with a local variable list which became null, the problem was that there is no where in the code which could've nulled it. My only theory is that not having . = list() first maybe caused problems, but it seems unlikely. I changed it anyway and I'll keep watch for it re-appearing. -Fixed a bug with the new firedoors not keeping out heat, since they have an opacity of 0. I switched everything around to accommodate this. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5516 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -665,7 +665,7 @@ Auto Patrol: []"},
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if(src.emagged == 2) return 10 //Everyone is a criminal!
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if((src.idcheck) || (isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
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if((src.idcheck) || (isnull(perp:wear_id)) || (istype(perp:wear_id.GetID(), /obj/item/weapon/card/id/syndicate)))
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if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.l_hand, /obj/item/weapon/melee/baton))
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if(!istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/bluetag) \
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@@ -692,7 +692,7 @@ Auto Patrol: []"},
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threatcount += 2
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//Agent cards lower threatlevel when normal idchecking is off.
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if((istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)) && src.idcheck)
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if((perp.wear_id && istype(perp:wear_id.GetID(), /obj/item/weapon/card/id/syndicate)) && src.idcheck)
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threatcount -= 2
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if(src.lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
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@@ -623,7 +623,7 @@ Auto Patrol: []"},
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threatcount += 2
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//Agent cards lower threatlevel.
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if(istype(perp:wear_id, /obj/item/weapon/card/id/syndicate))
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if(perp.wear_id && istype(perp:wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
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threatcount -= 2
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if(src.check_records)
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@@ -74,7 +74,7 @@
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human = 1
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var/mob/living/carbon/human/H = M
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//Cameras can't track people wearing an agent card or a ninja hood.
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if(istype(H.wear_id, /obj/item/weapon/card/id/syndicate))
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if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
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continue
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if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
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var/obj/item/clothing/head/helmet/space/space_ninja/hood = H.head
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@@ -131,15 +131,16 @@
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if (U.cameraFollow == null)
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return
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if (istype(target, /mob/living/carbon/human))
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if(istype(target:wear_id, /obj/item/weapon/card/id/syndicate))
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var/mob/living/carbon/human/H = target
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if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
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U << "Follow camera mode terminated."
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U.cameraFollow = null
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return
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if(istype(target:head, /obj/item/clothing/head/helmet/space/space_ninja) && !target:head:canremove)
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if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && !H.head.canremove)
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U << "Follow camera mode terminated."
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U.cameraFollow = null
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return
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if(target.digitalcamo)
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if(H.digitalcamo)
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U << "Follow camera mode terminated."
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U.cameraFollow = null
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return
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@@ -92,7 +92,6 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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normalspeed = 1
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/hasShocked = 0 //Prevents multiple shocks from happening
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var/heat_proof = 0 // For glass airlocks
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/obj/machinery/door/airlock/command
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name = "Airlock"
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@@ -633,13 +632,6 @@ About the new airlock wires panel:
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return 0
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/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density && (src.opacity || src.heat_proof))
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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/obj/machinery/door/airlock/update_icon()
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if(overlays) overlays.Cut()
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if(density)
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@@ -17,6 +17,7 @@
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var/autoclose = 0
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var/glass = 0
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var/normalspeed = 1
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var/heat_proof = 0 // For glass airlocks/opacity firedoors
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/obj/machinery/door/New()
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..()
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@@ -280,7 +281,7 @@
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/obj/machinery/door/proc/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density && src.opacity)
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if(src.density && (src.opacity || src.heat_proof))
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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@@ -88,6 +88,7 @@
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icon = 'icons/obj/doors/edge_Doorfire.dmi'
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glass = 1 //There is a glass window so you can see through the door
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//This is needed due to BYOND limitations in controlling visibility
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heat_proof = 1
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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@@ -558,7 +558,7 @@ Status: []<BR>"},
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return 10
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if(auth_weapons) // check for weapon authorization
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if((isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
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if((isnull(perp:wear_id)) || (istype(perp:wear_id.GetID(), /obj/item/weapon/card/id/syndicate)))
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if((src.allowed(perp)) && !(src.lasercolor)) // if the perp has security access, return 0
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return 0
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@@ -10,13 +10,13 @@
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//Called when the tick is equal to the startWhen variable.
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//Allows you to announce before starting or vice versa.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/event/proc/start()
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return
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//Called when the tick is equal to the announceWhen variable.
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//Allows you to start before announcing or vice versa.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/event/proc/announce()
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return
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@@ -411,8 +411,10 @@
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co2overloadtime = 0
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if(Toxins_pp > safe_toxins_max) // Too much toxins
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var/ratio = breath.toxins/safe_toxins_max
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adjustToxLoss(min(ratio, MIN_PLASMA_DAMAGE)) //Limit amount of damage toxin exposure can do per second
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var/ratio = (breath.toxins/safe_toxins_max) * 10
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//adjustToxLoss(Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE)) //Limit amount of damage toxin exposure can do per second
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if(reagents)
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reagents.add_reagent("plasma", Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
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toxins_alert = max(toxins_alert, 1)
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else
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toxins_alert = 0
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@@ -287,8 +287,10 @@
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co2overloadtime = 0
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if(Toxins_pp > safe_toxins_max) // Too much toxins
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var/ratio = breath.toxins/safe_toxins_max
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adjustToxLoss(min(ratio, MIN_PLASMA_DAMAGE)) //Limit amount of damage toxin exposure can do per second
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var/ratio = (breath.toxins/safe_toxins_max) * 10
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//adjustToxLoss(Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE)) //Limit amount of damage toxin exposure can do per second
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if(reagents)
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reagents.add_reagent("plasma", Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
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toxins_alert = max(toxins_alert, 1)
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else
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toxins_alert = 0
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@@ -143,9 +143,12 @@
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/obj/machinery/power/proc/get_connections()
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if(!directwired) return get_indirect_connections()
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. = list()
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if(!directwired)
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return get_indirect_connections()
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var/cdir
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for(var/card in cardinal)
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@@ -5,6 +5,7 @@
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//The reaction procs must ALWAYS set src = null, this detaches the proc from the object (the reagent)
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//so that it can continue working when the reagent is deleted while the proc is still active.
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datum
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reagent
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var/name = "Reagent"
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@@ -1152,7 +1153,7 @@ datum
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if(!M) M = holder.my_atom
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if(holder.has_reagent("inaprovaline"))
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holder.remove_reagent("inaprovaline", 2)
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M.adjustToxLoss(1)
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M.adjustToxLoss(3)
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..()
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return
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reaction_obj(var/obj/O, var/volume)
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@@ -17,7 +17,8 @@
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#define MOLES_N2STANDARD MOLES_CELLSTANDARD*N2STANDARD // N2 standard value (79%)
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#define MOLES_PLASMA_VISIBLE 0.7 //Moles in a standard cell after which plasma is visible
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#define MIN_PLASMA_DAMAGE 20
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#define MIN_PLASMA_DAMAGE 5
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#define MAX_PLASMA_DAMAGE 15
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#define BREATH_VOLUME 0.5 //liters in a normal breath
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#define BREATH_PERCENTAGE BREATH_VOLUME/CELL_VOLUME
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@@ -48,6 +48,15 @@ Stuff which is in development and not yet visible to players or just code relate
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should be listed in the changelog upon commit tho. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">11 January 2013</h2>
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<h3 class="author">Giacom updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Plasma (Air) will give the breather the plasma reagent, for a toxic effect, instead of just straight damage.</li>
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<li class="bugfix">The agent card will now work inside PDAs/Wallets; meaning the AI won't be able to track you.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">09 January 2013</h2>
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<h3 class="author">Malkevin updated:</h3>
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