Fixes pressure and temperature damage for autopsies

This commit is contained in:
mwerezak
2014-06-21 20:38:50 -04:00
parent 7500275c41
commit c5d14da602

View File

@@ -716,17 +716,13 @@
if(status_flags & GODMODE) return 1 //godmode
switch(bodytemperature)
if(species.heat_level_1 to species.heat_level_2)
//I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
//apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
adjustFireLoss(HEAT_DAMAGE_LEVEL_1)
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(species.heat_level_2 to species.heat_level_3)
//apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
adjustFireLoss(HEAT_DAMAGE_LEVEL_2)
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(species.heat_level_3 to INFINITY)
//apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
adjustFireLoss(HEAT_DAMAGE_LEVEL_3)
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
else if(bodytemperature < species.cold_level_1)
@@ -735,17 +731,13 @@
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
switch(bodytemperature)
if(species.cold_level_2 to species.cold_level_1)
//I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
//apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
adjustFireLoss(COLD_DAMAGE_LEVEL_1)
take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 1)
if(species.cold_level_3 to species.cold_level_2)
//apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
adjustFireLoss(COLD_DAMAGE_LEVEL_2)
take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 1)
if(-INFINITY to species.cold_level_3)
//apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
adjustFireLoss(COLD_DAMAGE_LEVEL_3)
take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 1)
// Account for massive pressure differences. Done by Polymorph
@@ -753,7 +745,8 @@
if(status_flags & GODMODE) return 1 //godmode
if(adjusted_pressure >= species.hazard_high_pressure)
adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE))
var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
pressure_alert = 2
else if(adjusted_pressure >= species.warning_high_pressure)
pressure_alert = 1
@@ -763,7 +756,7 @@
pressure_alert = -1
else
if( !(COLD_RESISTANCE in mutations))
adjustBruteLoss(LOW_PRESSURE_DAMAGE)
take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
pressure_alert = -2
else
pressure_alert = -1