-Walls, firelocks and glass-less airlocks now stop heat.

-Fire made more deadly, as the flames will add more damage and a fire can spread more quickly.
-Fire can break windows now, meaning they can potentially extinguish themselves by opening a window to space.
-Increased the delay for atmos to process a cell and airgroup, will help with the lag for 50 player servers.
-Minor tweaks were made.
--Plasma needing a bit more before displaying its overlay.
--Pressure can now damage you at 550 kPA. This was because it wasn't viable to set the pumps to over-pressurize a room and potentially kill people.
--High pressure warning shows at 325.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4869 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-10-14 02:02:18 +00:00
parent 65f4910c94
commit ddd8e94784
8 changed files with 77 additions and 45 deletions

View File

@@ -227,33 +227,38 @@
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
var/aforce = W.force
if(reinf) aforce /= 2.0
if(W.damtype == BRUTE || W.damtype == BURN)
src.health = max(0, src.health - aforce)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if (src.health <= 7)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
hit(W.force)
if (src.health <= 7)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage /= 2.0
src.health = max(0, src.health - damage)
if(sound_effect)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
@@ -413,6 +418,11 @@
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 600)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/basic