pl_control/var PLASMA_DMG = 3 CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth. PLASMAGUARD_ONLY = 0 //If this is on, only biosuits and spacesuits protect against contamination and ill effects. GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 10,000. SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited. EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection. CONTAMINATION_LOSS = 0.01 PLASMA_HALLUCINATION = 0 N2O_HALLUCINATION = 1 obj/var/contaminated = 0 obj/item/proc can_contaminate() //Clothing and backpacks can be contaminated. if(flags & PLASMAGUARD) return 0 if(flags & SUITSPACE) return 0 else if(istype(src,/obj/item/clothing)) return 1 else if(istype(src,/obj/item/weapon/storage/backpack)) return 1 contaminate() //Do a contamination overlay? Temporary measure to keep contamination less deadly than it was. if(!contaminated) contaminated = 1 overlays += 'icons/effects/contamination.dmi' decontaminate() contaminated = 0 overlays -= 'icons/effects/contamination.dmi' /mob/proc/contaminate() /mob/living/carbon/human/contaminate() //See if anything can be contaminated. if(!pl_suit_protected()) suit_contamination() if(!pl_head_protected()) if(prob(1)) suit_contamination() //Plasma can sometimes get through such an open suit. if(istype(back,/obj/item/weapon/storage/backpack)) back.contaminate() /mob/proc/pl_effects() /mob/living/carbon/human/pl_effects() //Handles all the bad things plasma can do. //Contamination if(vsc.plc.CLOTH_CONTAMINATION) contaminate() //Anything else requires them to not be dead. if(stat >= 2) return //Burn skin if exposed. if(vsc.plc.SKIN_BURNS) if(!pl_head_protected() || !pl_suit_protected()) burn_skin(0.75) if(prob(20)) src << "\red Your skin burns!" updatehealth() //Burn eyes if exposed. if(vsc.plc.EYE_BURNS) if(!head) if(!wear_mask) burn_eyes() else if(!(wear_mask.flags & MASKCOVERSEYES)) burn_eyes() else if(!(head.flags & HEADCOVERSEYES)) if(!wear_mask) burn_eyes() else if(!(wear_mask.flags & MASKCOVERSEYES)) burn_eyes() //Genetic Corruption if(vsc.plc.GENETIC_CORRUPTION) if(rand(1,10000) < vsc.plc.GENETIC_CORRUPTION) randmutb(src) src << "\red High levels of toxins cause you to spontaneously mutate." domutcheck(src,null) /mob/living/carbon/human/proc/burn_eyes() //The proc that handles eye burning. if(prob(20)) src << "\red Your eyes burn!" eye_stat += 2.5 eye_blurry = min(eye_blurry+1.5,50) if (prob(max(0,eye_stat - 20) + 1) &&!eye_blind) src << "\red You are blinded!" eye_blind += 20 eye_stat = 0 /mob/living/carbon/human/proc/pl_head_protected() //Checks if the head is adequately sealed. if(head) if(vsc.plc.PLASMAGUARD_ONLY) if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1 else if(head.flags & HEADCOVERSEYES) return 1 return 0 /mob/living/carbon/human/proc/pl_suit_protected() //Checks if the suit is adequately sealed. if(wear_suit) if(vsc.plc.PLASMAGUARD_ONLY) if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1 else if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1 return 0 /mob/living/carbon/human/proc/suit_contamination() //Runs over the things that can be contaminated and does so. if(w_uniform) w_uniform.contaminate() if(shoes) shoes.contaminate() if(gloves) gloves.contaminate() turf/Entered(obj/item/I) . = ..() //Items that are in plasma, but not on a mob, can still be contaminated. if(istype(I) && vsc.plc.CLOTH_CONTAMINATION) var/datum/gas_mixture/env = return_air(1) if(env.toxins > MOLES_PLASMA_VISIBLE + 1) if(I.can_contaminate()) I.contaminate()