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CHOMPStation2/code/ZAS/Plasma.dm
2012-05-26 22:01:28 -06:00

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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()