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Fixes #7363
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@@ -608,25 +608,28 @@
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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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switch(breath.temperature)
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if(-INFINITY to species.cold_level_3)
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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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if(species.cold_level_3 to species.cold_level_2)
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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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if(species.cold_level_2 to species.cold_level_1)
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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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if(species.heat_level_1 to species.heat_level_2)
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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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if(species.heat_level_2 to species.heat_level_3)
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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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if(species.heat_level_3 to INFINITY)
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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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@@ -704,31 +707,31 @@
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//Body temperature is too hot.
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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switch(bodytemperature)
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if(species.heat_level_1 to species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_2 to species.heat_level_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_3 to INFINITY)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(bodytemperature <= species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature <= species.heat_level_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.cold_level_1)
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(species.cold_level_2 to species.cold_level_1)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_3 to species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(bodytemperature >= species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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else if(bodytemperature >= species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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else
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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// Account for massive pressure differences. Done by Polymorph
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// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
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