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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts: code/game/objects/items/weapons/tanks/tanks.dm code/setup.dm
This commit is contained in:
@@ -487,28 +487,34 @@ steam.start() -- spawns the effect
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M.Weaken(rand(1,5))
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return
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else
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var/devastation = -1
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var/devst = -1
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var/heavy = -1
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var/light = -1
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var/flash = -1
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// Clamp all values to max_explosion_range
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// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
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if (round(amount/12) > 0)
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devastation = min (max_explosion_range, devastation + round(amount/12))
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devst = devst + amount/12
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if (round(amount/6) > 0)
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heavy = min (max_explosion_range, heavy + round(amount/6))
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heavy = heavy + amount/6
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if (round(amount/3) > 0)
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light = min (max_explosion_range, light + round(amount/3))
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light = light + amount/3
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if (flash && flashing_factor)
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flash += (round(amount/4) * flashing_factor)
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if (flashing && flashing_factor)
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flash = (amount/4) * flashing_factor
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for(var/mob/M in viewers(8, location))
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M << "\red The solution violently explodes."
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explosion(location, devastation, heavy, light, flash)
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explosion(
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location,
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round(min(devst, BOMBCAP_DVSTN_RADIUS)),
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round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
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round(min(light, BOMBCAP_LIGHT_RADIUS)),
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round(min(flash, BOMBCAP_FLASH_RADIUS))
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)
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proc/holder_damage(var/atom/holder)
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if(holder)
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@@ -16,16 +16,16 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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explosion_rec(epicenter, power)
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return
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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///// Z-Level Stuff
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if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0))
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//transfer the explosion in both directions
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explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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///// Z-Level Stuff
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
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//playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
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//playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
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@@ -261,19 +261,22 @@
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if(!istype(src.loc,/obj/item/device/transfer_valve))
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message_admins("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].")
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log_game("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].")
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//world << "\blue[x],[y] tank is exploding: [pressure] kPa"
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//Give the gas a chance to build up more pressure through reacting
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air_contents.react()
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air_contents.react()
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air_contents.react()
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pressure = air_contents.return_pressure()
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var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
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range = min(range, max_explosion_range) // was 8 - - - Changed to a configurable define -- TLE
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var/turf/epicenter = get_turf(loc)
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//world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]"
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explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
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explosion(
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get_turf(loc),
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round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)),
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round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)),
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round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)),
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round(min(BOMBCAP_FLASH_RADIUS, range*1.50)),
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)
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qdel(src)
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else if(pressure > TANK_RUPTURE_PRESSURE)
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@@ -670,9 +670,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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client.images -= ghostimage //remove ourself
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mob/dead/observer/MayRespawn(var/feedback = 0)
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if(!client || !mind)
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if(!client)
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return 0
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if(mind.current && mind.current.stat != DEAD)
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if(mind && mind.current && mind.current.stat != DEAD)
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if(feedback)
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src << "<span class='warning'>Your non-dead body prevent you from respawning.</span>"
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return 0
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@@ -1469,7 +1469,7 @@
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return
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if(shock_stage == 10)
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src << "<font color='red'><b>"+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!")
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src << "<span class='danger'>[pick("It hurts so much", "You really need some painkillers", "Dear god, the pain")]!</span>"
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if(shock_stage >= 30)
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if(shock_stage == 30) emote("me",1,"is having trouble keeping their eyes open.")
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@@ -1477,22 +1477,22 @@
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stuttering = max(stuttering, 5)
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if(shock_stage == 40)
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src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
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src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
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if (shock_stage >= 60)
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if(shock_stage == 60) emote("me",1,"'s body becomes limp.")
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if (prob(2))
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src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
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src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
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Weaken(20)
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if(shock_stage >= 80)
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if (prob(5))
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src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
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src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
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Weaken(20)
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if(shock_stage >= 120)
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if (prob(2))
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src << "<font color='red'><b>"+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
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src << "<span class='danger'>[pick("You black out", "You feel like you could die any moment now", "You're about to lose consciousness")]!</span>"
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Paralyse(5)
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if(shock_stage == 150)
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@@ -103,7 +103,8 @@
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grav_pulling = 1
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exploded = 1
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for(var/mob/living/mob in living_mob_list)
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if(loc.z == mob.loc.z)
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var/turf/T = get_turf(mob)
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if(T && (loc.z == T.z))
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if(istype(mob, /mob/living/carbon/human))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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var/mob/living/carbon/human/H = mob
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@@ -795,6 +795,11 @@ var/list/be_special_flags = list(
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#define ROBOT_NOTIFICATION_NEW_MODULE 3
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#define ROBOT_NOTIFICATION_MODULE_RESET 4
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#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4)
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#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
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#define BOMBCAP_LIGHT_RADIUS max_explosion_range
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#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5)
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#define DEFAULT_JOB_TYPE /datum/job/assistant
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// Appearance change flags
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