- Added an indicator for cold damage that is displayed to humans when they're taking cold damage. Monkeys don't react to cold anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4499 316c924e-a436-60f5-8080-3fe189b3f50e
@@ -432,21 +432,26 @@
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else if(breath.temperature > 360.15)
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else if(breath.temperature > 360.15)
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if(prob(20))
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if(prob(20))
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src << "\red You feel your face burning and a searing heat in your lungs!"
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src << "\red You feel your face burning and a searing heat in your lungs!"
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fire_alert = max(fire_alert, 1)
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switch(breath.temperature)
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switch(breath.temperature)
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if(-INFINITY to 120)
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if(-INFINITY to 120)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head")
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fire_alert = max(fire_alert, 1)
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if(120 to 200)
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if(120 to 200)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head")
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fire_alert = max(fire_alert, 1)
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if(200 to 260)
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if(200 to 260)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head")
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fire_alert = max(fire_alert, 1)
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if(360 to 400)
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if(360 to 400)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head")
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fire_alert = max(fire_alert, 2)
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if(400 to 1000)
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if(400 to 1000)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head")
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fire_alert = max(fire_alert, 2)
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if(1000 to INFINITY)
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if(1000 to INFINITY)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head")
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fire_alert = max(fire_alert, 2)
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//Temporary fixes to the alerts.
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//Temporary fixes to the alerts.
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@@ -489,10 +494,13 @@
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switch(bodytemperature)
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switch(bodytemperature)
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if(360 to 400)
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if(360 to 400)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
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fire_alert = max(fire_alert, 2)
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if(400 to 1000)
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if(400 to 1000)
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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fire_alert = max(fire_alert, 2)
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if(1000 to INFINITY)
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if(1000 to INFINITY)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < 260.15)
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else if(bodytemperature < 260.15)
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fire_alert = max(fire_alert, 1)
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fire_alert = max(fire_alert, 1)
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@@ -500,10 +508,13 @@
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switch(bodytemperature)
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switch(bodytemperature)
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if(200 to 260)
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if(200 to 260)
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apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
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fire_alert = max(fire_alert, 1)
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if(120 to 200)
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if(120 to 200)
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apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to 120)
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if(-INFINITY to 120)
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apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
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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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// 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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// 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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@@ -1070,7 +1081,7 @@
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if(hal_screwyhud == 3 || oxygen_alert) oxygen.icon_state = "oxy1"
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if(hal_screwyhud == 3 || oxygen_alert) oxygen.icon_state = "oxy1"
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else oxygen.icon_state = "oxy0"
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else oxygen.icon_state = "oxy0"
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if(fire)
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if(fire)
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if(fire_alert) fire.icon_state = "fire1"
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if(fire_alert) fire.icon_state = "fire[fire_alert]" //fire_alert is either 0 if no alert, 1 for cold and 2 for heat.
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else fire.icon_state = "fire0"
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else fire.icon_state = "fire0"
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if(bodytemp)
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if(bodytemp)
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@@ -311,7 +311,7 @@
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if(breath.temperature > (T0C+66)) // Hot air hurts :(
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if(breath.temperature > (T0C+66)) // Hot air hurts :(
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if(prob(20))
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if(prob(20))
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src << "\red You feel a searing heat in your lungs!"
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src << "\red You feel a searing heat in your lungs!"
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fire_alert = max(fire_alert, 1)
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fire_alert = max(fire_alert, 2)
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else
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else
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fire_alert = 0
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fire_alert = 0
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@@ -510,7 +510,7 @@
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if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
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if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
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if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
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if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
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if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
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if (fire) fire.icon_state = "fire[fire_alert ? 2 : 0]"
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//NOTE: the alerts dont reset when youre out of danger. dont blame me,
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//NOTE: the alerts dont reset when youre out of danger. dont blame me,
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//blame the person who coded them. Temporary fix added.
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//blame the person who coded them. Temporary fix added.
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Before Width: | Height: | Size: 138 KiB After Width: | Height: | Size: 139 KiB |
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