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CHOMPStation2/code/ZAS/Phoron.dm

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var/image/contamination_overlay = image('icons/effects/contamination.dmi')
/pl_control
var/PHORON_DMG = 3
var/PHORON_DMG_NAME = "Phoron Damage Amount"
var/PHORON_DMG_DESC = "Self Descriptive"
var/CLOTH_CONTAMINATION = 1
var/CLOTH_CONTAMINATION_NAME = "Cloth Contamination"
var/CLOTH_CONTAMINATION_DESC = "If this is on, phoron does damage by getting into cloth."
var/PHORONGUARD_ONLY = 0
var/PHORONGUARD_ONLY_NAME = "\"PhoronGuard Only\""
var/PHORONGUARD_ONLY_DESC = "If this is on, only biosuits and spacesuits protect against contamination and ill effects."
var/GENETIC_CORRUPTION = 0
var/GENETIC_CORRUPTION_NAME = "Genetic Corruption Chance"
var/GENETIC_CORRUPTION_DESC = "Chance of genetic corruption as well as toxic damage, X in 10,000."
var/SKIN_BURNS = 0
var/SKIN_BURNS_DESC = "Phoron has an effect similar to mustard gas on the un-suited."
var/SKIN_BURNS_NAME = "Skin Burns"
var/EYE_BURNS = 1
var/EYE_BURNS_NAME = "Eye Burns"
var/EYE_BURNS_DESC = "Phoron burns the eyes of anyone not wearing eye protection."
var/CONTAMINATION_LOSS = 0.02
var/CONTAMINATION_LOSS_NAME = "Contamination Loss"
var/CONTAMINATION_LOSS_DESC = "How much toxin damage is dealt from contaminated clothing" //Per tick? ASK ARYN
var/PHORON_HALLUCINATION = 0
var/PHORON_HALLUCINATION_NAME = "Phoron Hallucination"
var/PHORON_HALLUCINATION_DESC = "Does being in phoron cause you to hallucinate?"
var/N2O_HALLUCINATION = 1
var/N2O_HALLUCINATION_NAME = "N2O Hallucination"
var/N2O_HALLUCINATION_DESC = "Does being in sleeping gas cause you to hallucinate?"
obj/var/contaminated = 0
/obj/item/proc/can_contaminate()
//Clothing and backpacks can be contaminated.
if(flags & PHORONGUARD)
return 0
else if(istype(src,/obj/item/weapon/storage/backpack))
return 0 //Cannot be washed :(
//VOREStation Addition start
else if(isbelly(loc))
return 0
else if(ismob(loc) && isbelly(loc.loc))
return 0
//VOREStation Addition end
else if(istype(src,/obj/item/clothing))
return 1
/obj/item/proc/contaminate()
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
if(!can_contaminate())
return
else
if(!contaminated)
contaminated = 1
overlays += contamination_overlay
/obj/item/proc/decontaminate()
contaminated = 0
overlays -= contamination_overlay
/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() //Phoron can sometimes get through such an open suit.
//Cannot wash backpacks currently.
// 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 phoron 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 && (species.breath_type != "phoron"))
if(!pl_head_protected() || !pl_suit_protected())
burn_skin(0.75)
if(prob(20))
to_chat(src, "<span class='danger'>Your skin burns!</span>")
updatehealth()
//Burn eyes if exposed.
if(vsc.plc.EYE_BURNS && species.breath_type && (species.breath_type != "phoron")) //VOREStation Edit: those who don't breathe
var/burn_eyes = 1
//Check for protective glasses
if(glasses && (glasses.body_parts_covered & EYES) && (glasses.item_flags & AIRTIGHT))
burn_eyes = 0
//Check for protective maskwear
if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.item_flags & AIRTIGHT))
burn_eyes = 0
//Check for protective helmets
if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.item_flags & AIRTIGHT))
burn_eyes = 0
//VOREStation Edit - NIF Support
if(nif && nif.flag_check(NIF_V_UVFILTER,NIF_FLAGS_VISION))
burn_eyes = 0
//If we still need to, burn their eyes
if(burn_eyes)
burn_eyes()
//Genetic Corruption
if(vsc.plc.GENETIC_CORRUPTION && (species.breath_type != "phoron"))
if(rand(1,10000) < vsc.plc.GENETIC_CORRUPTION)
randmutb(src)
to_chat(src, "<span class='danger'>High levels of toxins cause you to spontaneously mutate!</span>")
domutcheck(src,null)
/mob/living/carbon/human/proc/burn_eyes()
var/obj/item/organ/internal/eyes/E = internal_organs_by_name[O_EYES]
if(E)
if(prob(20))
to_chat(src, "<span class='danger'>Your eyes burn!</span>")
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,E.damage - 15) + 1) &&!eye_blind)
to_chat(src, "<span class='danger'>You are blinded!</span>")
Blind(20)
/mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed. //This is just odd. TODO: Make this respect the body_parts_covered stuff like thermal gear does.
if(head)
if(vsc.plc.PHORONGUARD_ONLY)
if(head.flags & PHORONGUARD)
return 1
else if(head.body_parts_covered & EYES)
return 1
return 0
/mob/living/carbon/human/proc/pl_suit_protected()
//Checks if the suit is adequately sealed. //This is just odd. TODO: Make this respect the body_parts_covered stuff like thermal gear does.
var/coverage = 0
for(var/obj/item/protection in list(wear_suit, gloves, shoes)) //This is why it's odd. If I'm in a full suit, but my shoes and gloves aren't phoron proof, damage.
if(!protection)
continue
if(vsc.plc.PHORONGUARD_ONLY && !(protection.flags & PHORONGUARD))
return 0
coverage |= protection.body_parts_covered
if(vsc.plc.PHORONGUARD_ONLY)
return 1
return BIT_TEST_ALL(coverage, UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS)
/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 phoron, but not on a mob, can still be contaminated.
if(istype(I) && vsc.plc.CLOTH_CONTAMINATION && I.can_contaminate())
var/datum/gas_mixture/env = return_air(1)
if(!env)
return
for(var/g in env.gas)
if(gas_data.flags[g] & XGM_GAS_CONTAMINANT && env.gas[g] > gas_data.overlay_limit[g] + 1)
I.contaminate()
break