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Mob fire temperature fix, tweaks
Mob fires are now guaranteed to burn at least as hot as a cold flame - no more merely warming mobs up slightly with low fire stacks. Also made mob fires burn hotter overall and resisting slower.
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@@ -3,14 +3,14 @@
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//drop && roll
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//drop && roll
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if(on_fire)
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if(on_fire)
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fire_stacks -= 2 //reduced
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fire_stacks -= 2
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Weaken(3)
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Weaken(5)
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spin(32,2)
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spin(52,2)
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visible_message(
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visible_message(
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"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
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"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
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"<span class='notice'>You stop, drop, and roll!</span>"
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"<span class='notice'>You stop, drop, and roll!</span>"
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)
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)
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sleep(30)
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sleep(50)
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if(fire_stacks <= 0)
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if(fire_stacks <= 0)
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visible_message(
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visible_message(
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"<span class='danger'>[src] has successfully extinguished themselves!</span>",
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"<span class='danger'>[src] has successfully extinguished themselves!</span>",
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@@ -236,7 +236,7 @@
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location.hotspot_expose(fire_burn_temperature(), 50, 1)
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location.hotspot_expose(fire_burn_temperature(), 50, 1)
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/mob/living/fire_act()
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/mob/living/fire_act()
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adjust_fire_stacks(0.5)
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adjust_fire_stacks(2)
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IgniteMob()
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IgniteMob()
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//Finds the effective temperature that the mob is burning at.
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//Finds the effective temperature that the mob is burning at.
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@@ -245,4 +245,5 @@
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return 0
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return 0
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//Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot.
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//Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot.
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return round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2)
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//lower limit of 700 K, same as matches and roughly the temperature of a cool flame.
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return max(2.25*round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2), 700)
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