next-we-melt-the-memories-that-are

This commit is contained in:
Fox McCloud
2019-09-09 16:20:04 -04:00
parent d19961378d
commit 177ac43f23
26 changed files with 482 additions and 165 deletions
+36
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@@ -0,0 +1,36 @@
SUBSYSTEM_DEF(acid)
name = "Acid"
priority = FIRE_PRIORITY_ACID
flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
var/list/processing = list()
/datum/controller/subsystem/acid/stat_entry()
..("P:[processing.len]")
/datum/controller/subsystem/acid/fire(resumed = 0)
if(!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/O = currentrun[currentrun.len]
currentrun.len--
if(!O || QDELETED(O))
processing -= O
if(MC_TICK_CHECK)
return
continue
if(O.acid_level && O.acid_processing())
else
O.cut_overlay(GLOB.acid_overlay, TRUE)
processing -= O
if(MC_TICK_CHECK)
return
+8
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@@ -719,6 +719,14 @@ var/list/blood_splatter_icons = list()
/atom/proc/singularity_pull()
return
/**
* Respond to acid being used on our atom
*
* Default behaviour is to send COMSIG_ATOM_ACID_ACT and return
*/
/atom/proc/acid_act(acidpwr, acid_volume)
SEND_SIGNAL(src, COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
/atom/proc/narsie_act()
return
+71 -67
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@@ -1,88 +1,92 @@
/* Alien shit!
* Contains:
* effect/acid
*/
/*
* Acid
*/
/obj/effect/acid
gender = PLURAL
name = "acid"
desc = "Burbling corrossive stuff."
icon = 'icons/effects/effects.dmi'
desc = "Burbling corrosive stuff."
icon_state = "acid"
density = 0
density = FALSE
opacity = 0
anchored = 1
unacidable = 1
var/atom/target
var/ticks = 0
var/target_strength = 0
anchored = TRUE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
layer = ABOVE_NORMAL_TURF_LAYER
var/turf/target
/obj/effect/acid/New(loc, targ)
..(loc)
target = targ
/obj/effect/acid/Initialize(mapload, acid_pwr, acid_amt)
. = ..()
target = get_turf(src)
if(acid_amt)
acid_level = min(acid_amt * acid_pwr, 12000) //capped so the acid effect doesn't last a half hour on the floor.
//handle APCs and newscasters and stuff nicely
pixel_x = target.pixel_x
pixel_y = target.pixel_y
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
if(isturf(target)) //Turfs take twice as long to take down.
target_strength = 640
else
target_strength = 320
tick()
START_PROCESSING(SSobj, src)
/obj/effect/acid/proc/tick()
/obj/effect/acid/Destroy()
STOP_PROCESSING(SSobj, src)
target = null
return ..()
/obj/effect/acid/process()
. = 1
if(!target)
qdel(src)
return 0
ticks++
if(prob(5))
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
if(ticks >= target_strength)
target.visible_message("<span class='warning'>[target] collapses under its own weight into a puddle of goop and undigested debris!</span>")
if(istype(target, /obj/structure/closet))
var/obj/structure/closet/T = target
T.dump_contents()
qdel(target)
if(istype(target, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target
M.ChangeTurf(/turf/simulated/floor/plating/asteroid/airless)
if(istype(target, /turf/simulated/floor))
var/turf/simulated/floor/F = target
F.ChangeTurf(F.baseturf)
if(istype(target, /turf/simulated/wall))
var/turf/simulated/wall/W = target
W.dismantle_wall(1)
else
qdel(target)
for(var/obj/O in target)
if(prob(20) && !(resistance_flags & UNACIDABLE))
if(O.acid_level < acid_level * 0.3)
var/acid_used = min(acid_level * 0.05, 20)
O.acid_act(10, acid_used)
acid_level = max(0, acid_level - acid_used * 10)
acid_level = max(acid_level - (5 + 2 * round(sqrt(acid_level))), 0)
if(acid_level <= 0)
qdel(src)
return
return 0
x = target.x
y = target.y
z = target.z
/obj/effect/acid/Crossed(AM as mob|obj)
if(isliving(AM))
var/mob/living/L = AM
if(L.flying)
return
if(L.m_intent != MOVE_INTENT_WALK && prob(40))
var/acid_used = min(acid_level * 0.05, 20)
if(L.acid_act(10, acid_used, "feet"))
acid_level = max(0, acid_level - acid_used * 10)
playsound(L, 'sound/weapons/sear.ogg', 50, TRUE)
to_chat(L, "<span class='userdanger'>[src] burns you!</span>")
switch(target_strength - ticks)
if(480)
visible_message("<span class='warning'>[target] is holding up against the acid!</span>")
if(320)
visible_message("<span class='warning'>[target] is being melted by the acid!</span>")
if(160)
visible_message("<span class='warning'>[target] is struggling to withstand the acid!</span>")
if(80)
visible_message("<span class='warning'>[target] begins to crumble under the acid!</span>")
//xenomorph corrosive acid
/obj/effect/acid/alien
var/target_strength = 30
spawn(1)
if(src)
tick()
/obj/effect/acid/alien/process()
. = ..()
if(.)
if(prob(45))
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
target_strength--
if(target_strength <= 0)
target.visible_message("<span class='warning'>[target] collapses under its own weight into a puddle of goop and undigested debris!</span>")
target.acid_melt()
qdel(src)
else
switch(target_strength)
if(24)
visible_message("<span class='warning'>[target] is holding up against the acid!</span>")
if(16)
visible_message("<span class='warning'>[target] is being melted by the acid!</span>")
if(8)
visible_message("<span class='warning'>[target] is struggling to withstand the acid!</span>")
if(4)
visible_message("<span class='warning'>[target] begins to crumble under the acid!</span>")
@@ -1,6 +1,12 @@
/obj/effect/decal/remains
gender = PLURAL
/obj/effect/decal/remains/acid_act()
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
playsound(src, 'sound/items/welder.ogg', 150, TRUE)
new /obj/effect/decal/cleanable/greenglow(drop_location())
qdel(src)
/obj/effect/decal/remains/human
name = "remains"
desc = "They look like human remains. They have a strange aura about them."
+6
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@@ -15,6 +15,12 @@
/obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
return FALSE
/obj/effect/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/effect/acid_act()
return
/obj/effect/decal
plane = FLOOR_PLANE
var/no_scoop = FALSE //if it has this, don't let it be scooped up
+7
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@@ -188,3 +188,10 @@
/obj/structure/glowshroom/proc/CheckEndurance()
if(endurance <= 0)
qdel(src)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)
+19
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@@ -218,6 +218,15 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
A.desc += "\nLooks like this used to be \an [name] some time ago."
..()
/obj/item/acid_melt()
if(!QDELETED(src))
var/turf/T = get_turf(src)
var/obj/effect/decal/cleanable/molten_object/MO = new(T)
MO.pixel_x = rand(-16,16)
MO.pixel_y = rand(-16,16)
MO.desc = "Looks like this was \an [src] some time ago."
..()
/obj/item/afterattack(atom/target, mob/user, proximity, params)
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity, params)
..()
@@ -251,6 +260,15 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
else
extinguish()
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/human/H = user
if(istype(H))
if(!H.gloves || (!(H.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
to_chat(user, "<span class='warning'>The acid on [src] burns your hand!</span>")
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
H.UpdateDamageIcon()
if(istype(src.loc, /obj/item/storage))
//If the item is in a storage item, take it out
var/obj/item/storage/S = src.loc
@@ -578,6 +596,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
if(!do_after(user, 40, target = source))
return
clean_blood()
acid_level = 0
user.visible_message("<span class='notice'>[user] washes [src] using [source].</span>", \
"<span class='notice'>You wash [src] using [source].</span>")
return 1
+40 -2
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@@ -158,6 +158,42 @@
qdel(src)
return 2
///// ACID
GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
if(!(resistance_flags & UNACIDABLE) && acid_volume)
if(!acid_level)
SSacid.processing[src] = src
add_overlay(GLOB.acid_overlay, TRUE)
var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids.
if(acid_level < acid_cap)
acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
return 1
///the proc called by the acid subsystem to process the acid that's on the obj
/obj/proc/acid_processing()
. = 1
if(!(resistance_flags & ACID_PROOF))
for(var/armour_value in armor)
if(armour_value != "acid" && armour_value != "fire")
armor[armour_value] = max(armor[armour_value] - round(sqrt(acid_level) * 0.1), 0)
if(prob(33))
playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
take_damage(min(1 + round(sqrt(acid_level) * 0.3), 300), BURN, "acid", 0)
acid_level = max(acid_level - (5 + 3 * round(sqrt(acid_level))), 0)
if(!acid_level)
return 0
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
SSacid.processing -= src
deconstruct(FALSE)
//// FIRE
/obj/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
@@ -202,9 +238,11 @@
/obj/proc/obj_break(damage_flag)
return
//what happens when the obj's integrity reaches zero.
///what happens when the obj's integrity reaches zero.
/obj/proc/obj_destruction(damage_flag)
if(damage_flag == BURN)
if(damage_flag == "acid")
acid_melt()
else if(damage_flag == "fire")
burn()
else
deconstruct(FALSE)
+1 -1
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@@ -2,7 +2,6 @@
//var/datum/module/mod //not used
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
@@ -15,6 +14,7 @@
var/obj_integrity //defaults to max_integrity
var/max_integrity = INFINITY
var/integrity_failure = 0 //0 if we have no special broken behavior
var/acid_level = 0 //how much acid is on that obj
var/resistance_flags = NONE // INDESTRUCTIBLE
var/can_be_hit = TRUE //can this be bludgeoned by items?
+3
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@@ -241,5 +241,8 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
if(.)
ChangeTurf(/turf/simulated/floor/clockwork)
/turf/simulated/floor/acid_melt()
ChangeTurf(baseturf)
/turf/simulated/floor/can_have_cabling()
return !burnt && !broken
+3
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@@ -14,6 +14,9 @@
/turf/simulated/floor/plating/lava/ex_act()
return
/turf/simulated/floor/plating/lava/acid_act(acidpwr, acid_volume)
return
/turf/simulated/floor/plating/lava/airless
temperature = TCMB
@@ -150,6 +150,10 @@
/turf/simulated/floor/engine/pry_tile(obj/item/C, mob/user, silent = FALSE)
return
/turf/simulated/floor/engine/acid_act(acidpwr, acid_volume)
acidpwr = min(acidpwr, 50) //we reduce the power so reinf floor never get melted.
. = ..()
/turf/simulated/floor/engine/attackby(obj/item/C as obj, mob/user as mob, params)
if(!C || !user)
return
+3
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@@ -132,6 +132,9 @@
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
M.selected.action(src)
/turf/simulated/mineral/acid_melt()
ChangeTurf(baseturf)
/turf/simulated/mineral/ex_act(severity, target)
..()
switch(severity)
+8
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@@ -446,6 +446,14 @@
if(prob(20))
ChangeTurf(/turf/simulated/wall/cult)
/turf/simulated/wall/acid_act(acidpwr, acid_volume)
if(explosion_block >= 2)
acidpwr = min(acidpwr, 50) //we reduce the power so strong walls never get melted.
. = ..()
/turf/simulated/wall/acid_melt()
dismantle_wall(1)
/turf/simulated/wall/proc/add_dent(denttype, x=rand(-8, 8), y=rand(-8, 8))
if(LAZYLEN(dent_decals) >= MAX_DENT_DECALS)
return
+4 -1
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@@ -25,7 +25,7 @@
var/area/A = loc
if(!IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
add_overlay(/obj/effect/fullbright)
if (light_power && light_range)
update_light()
@@ -265,6 +265,9 @@
var/turf/T = locate(destination_x, destination_y, destination_z)
user.forceMove(T)
/turf/space/acid_act(acidpwr, acid_volume)
return 0
/turf/space/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
underlay_appearance.icon = 'icons/turf/space.dmi'
underlay_appearance.icon_state = SPACE_ICON_STATE
+24 -3
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@@ -43,7 +43,7 @@
/turf/Initialize(mapload)
. = ..()
var/area/A = loc
if(!IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
add_overlay(/obj/effect/fullbright)
@@ -206,7 +206,7 @@
var/old_baseturf = baseturf
var/turf/W = new path(src)
W.baseturf = old_baseturf
if(!defer_change)
W.AfterChange(ignore_air)
W.blueprint_data = old_blueprint_data
@@ -412,6 +412,27 @@
////////////////////////////////////////////////////
/turf/acid_act(acidpwr, acid_volume)
. = 1
var/acid_type = /obj/effect/acid
if(acidpwr >= 200) //alien acid power
acid_type = /obj/effect/acid/alien
var/has_acid_effect = FALSE
for(var/obj/O in src)
if(intact && O.level == 1) //hidden under the floor
continue
if(istype(O, acid_type))
var/obj/effect/acid/A = O
A.acid_level = min(A.level + acid_volume * acidpwr, 12000)//capping acid level to limit power of the acid
has_acid_effect = 1
continue
O.acid_act(acidpwr, acid_volume)
if(!has_acid_effect)
new acid_type(src, acidpwr, acid_volume)
/turf/proc/acid_melt()
return
/turf/handle_fall(mob/faller, forced)
faller.lying = pick(90, 270)
if(!forced)
@@ -516,5 +537,5 @@
/turf/AllowDrop()
return TRUE
/turf/proc/water_act(volume, temperature, source)
/turf/proc/water_act(volume, temperature, source)
return FALSE
+3
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@@ -10,6 +10,9 @@
/turf/unsimulated/rpd_act()
return
/turf/unsimulated/acid_act(acidpwr, acid_volume, acid_id)
return 0
/turf/unsimulated/floor/plating/vox
icon_state = "plating"
name = "plating"
+2 -2
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@@ -184,8 +184,8 @@
result = /obj/item/ammo_casing/shotgun/frag12
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
/datum/reagent/glycerol = 5,
/datum/reagent/sacid = 5,
/datum/reagent/facid = 5,)
/datum/reagent/acid = 5,
/datum/reagent/acid/facid = 5,)
tools = list(/obj/item/screwdriver)
time = 5
category = CAT_WEAPONRY
@@ -74,3 +74,6 @@ In all, this is a lot like the monkey code. /N
adjustCloneLoss(damage)
if(STAMINA)
adjustStaminaLoss(damage)
/mob/living/carbon/alien/acid_act(acidpwr, acid_volume)
return 0//aliens are immune to acid.
@@ -70,34 +70,20 @@ Doesn't work on other aliens/AI.*/
return
/mob/living/carbon/alien/humanoid/proc/corrosive_acid(O as obj|turf in oview(1)) //If they right click to corrode, an error will flash if its an invalid target./N
/mob/living/carbon/alien/humanoid/proc/corrosive_acid(atom/target) //If they right click to corrode, an error will flash if its an invalid target./N
set name = "Corrossive Acid (200)"
set desc = "Drench an object in acid, destroying it over time."
set category = "Alien"
if(powerc(200))
if(O in oview(1))
// OBJ CHECK
if(isobj(O))
var/obj/I = O
if(I.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
to_chat(src, "<span class='noticealien'>You cannot dissolve this object.</span>")
return
// TURF CHECK
else if(istype(O, /turf/simulated))
var/turf/simulated/T = O
if(T.unacidable)
to_chat(src, "<span class='noticealien'>You cannot dissolve this object.</span>")
return
else// Not a type we can acid.
return
adjustPlasma(-200)
new /obj/effect/acid(get_turf(O), O)
visible_message("<span class='alertalien'>[src] vomits globs of vile stuff all over [O]. It begins to sizzle and melt under the bubbling mess of acid!</span>")
if(target in oview(1))
if(target.acid_act(200, 100))
visible_message("<span class='alertalien'>[src] vomits globs of vile stuff all over [target]. It begins to sizzle and melt under the bubbling mess of acid!</span>")
adjustPlasma(-200)
else
to_chat(src, "<span class='noticealien'>You cannot dissolve this object.</span>")
else
to_chat(src, "<span class='noticealien'>Target is too far away.</span>")
return
to_chat(src, "<span class='noticealien'>[target] is too far away.</span>")
/mob/living/carbon/alien/humanoid/proc/neurotoxin() // ok
set name = "Spit Neurotoxin (50)"
+7
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@@ -1171,3 +1171,10 @@ so that different stomachs can handle things in different ways VB*/
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
sync_lighting_plane_alpha()
/mob/living/carbon/ExtinguishMob()
for(var/X in get_equipped_items())
var/obj/item/I = X
I.acid_level = 0 //washes off the acid on our clothes
I.extinguish() //extinguishes our clothes
..()
@@ -167,6 +167,152 @@ emp_act
O.emp_act(severity)
..()
/mob/living/carbon/human/acid_act(acidpwr, acid_volume, bodyzone_hit) //todo: update this to utilize check_obscured_slots() //and make sure it's check_obscured_slots(TRUE) to stop aciding through visors etc
var/list/damaged = list()
var/list/inventory_items_to_kill = list()
var/acidity = acidpwr * min(acid_volume * 0.005, 0.1)
//HEAD//
if(!bodyzone_hit || bodyzone_hit == "head") //only if we didn't specify a zone or if that zone is the head.
var/obj/item/clothing/head_clothes = null
if(glasses)
head_clothes = glasses
if(wear_mask)
head_clothes = wear_mask
if(head)
head_clothes = head
if(head_clothes)
if(!(head_clothes.resistance_flags & UNACIDABLE))
head_clothes.acid_act(acidpwr, acid_volume)
update_inv_glasses()
update_inv_wear_mask()
update_inv_head()
else
to_chat(src, "<span class='notice'>Your [head_clothes.name] protects your head and face from the acid!</span>")
else
. = get_organ("head")
if(.)
damaged += .
if(l_ear)
inventory_items_to_kill += l_ear
if(r_ear)
inventory_items_to_kill += r_ear
//CHEST//
if(!bodyzone_hit || bodyzone_hit == "chest")
var/obj/item/clothing/chest_clothes = null
if(w_uniform)
chest_clothes = w_uniform
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
if(!(chest_clothes.resistance_flags & UNACIDABLE))
chest_clothes.acid_act(acidpwr, acid_volume)
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [chest_clothes.name] protects your body from the acid!</span>")
else
. = get_organ("chest")
if(.)
damaged += .
if(wear_id)
inventory_items_to_kill += wear_id
if(wear_pda)
inventory_items_to_kill += wear_pda
if(r_store)
inventory_items_to_kill += r_store
if(l_store)
inventory_items_to_kill += l_store
if(s_store)
inventory_items_to_kill += s_store
//ARMS & HANDS//
if(!bodyzone_hit || bodyzone_hit == "l_arm" || bodyzone_hit == "r_arm")
var/obj/item/clothing/arm_clothes = null
if(gloves)
arm_clothes = gloves
if(w_uniform && ((w_uniform.body_parts_covered & HANDS) || (w_uniform.body_parts_covered & ARMS)))
arm_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & HANDS) || (wear_suit.body_parts_covered & ARMS)))
arm_clothes = wear_suit
if(arm_clothes)
if(!(arm_clothes.resistance_flags & UNACIDABLE))
arm_clothes.acid_act(acidpwr, acid_volume)
update_inv_gloves()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [arm_clothes.name] protects your arms and hands from the acid!</span>")
else
. = get_organ("r_arm")
if(.)
damaged += .
. = get_organ("l_arm")
if(.)
damaged += .
//LEGS & FEET//
if(!bodyzone_hit || bodyzone_hit == "l_leg" || bodyzone_hit =="r_leg" || bodyzone_hit == "feet")
var/obj/item/clothing/leg_clothes = null
if(shoes)
leg_clothes = shoes
if(w_uniform && ((w_uniform.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (w_uniform.body_parts_covered & LEGS))))
leg_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (wear_suit.body_parts_covered & LEGS))))
leg_clothes = wear_suit
if(leg_clothes)
if(!(leg_clothes.resistance_flags & UNACIDABLE))
leg_clothes.acid_act(acidpwr, acid_volume)
update_inv_shoes()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [leg_clothes.name] protects your legs and feet from the acid!</span>")
else
. = get_organ("r_leg")
if(.)
damaged += .
. = get_organ("l_leg")
if(.)
damaged += .
//DAMAGE//
for(var/obj/item/organ/external/affecting in damaged)
affecting.receive_damage(acidity, 2 * acidity)
if(istype(affecting, /obj/item/organ/external/head))
var/obj/item/organ/external/head/head_organ = affecting
if(prob(min(acidpwr * acid_volume / 10, 90))) //Applies disfigurement
head_organ.receive_damage(acidity, 2 * acidity)
emote("scream")
head_organ.h_style = "Bald"
head_organ.f_style = "Shaved"
update_hair()
update_fhair()
head_organ.disfigure()
UpdateDamageIcon()
//MELTING INVENTORY ITEMS//
//these items are all outside of armour visually, so melt regardless.
if(!bodyzone_hit)
if(back)
inventory_items_to_kill += back
if(belt)
inventory_items_to_kill += belt
if(l_hand)
inventory_items_to_kill += l_hand
if(r_hand)
inventory_items_to_kill += r_hand
for(var/obj/item/I in inventory_items_to_kill)
I.acid_act(acidpwr, acid_volume)
return 1
/mob/living/carbon/human/emag_act(user as mob, var/obj/item/organ/external/affecting)
if(!istype(affecting))
return
+4
View File
@@ -266,6 +266,10 @@
..()
flash_eyes()
/mob/living/acid_act(acidpwr, acid_volume)
take_organ_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
/mob/living/proc/updatehealth(reason = "none given")
if(status_flags & GODMODE)
health = maxHealth
@@ -275,7 +275,7 @@
return ..() | update_flags
/datum/reagent/sacid
/datum/reagent/acid
name = "Sulphuric acid"
id = "sacid"
description = "A strong mineral acid with the molecular formula H2SO4."
@@ -283,13 +283,14 @@
color = "#00FF32"
process_flags = ORGANIC | SYNTHETIC
taste_description = "<span class='userdanger'>ACID</span>"
var/acidpwr = 10 //the amount of protection removed from the armour
/datum/reagent/sacid/on_mob_life(mob/living/M)
/datum/reagent/acid/on_mob_life(mob/living/M)
var/update_flags = STATUS_UPDATE_NONE
update_flags |= M.adjustFireLoss(1, FALSE)
return ..() | update_flags
/datum/reagent/sacid/reaction_mob(mob/living/M, method = TOUCH, volume)
/datum/reagent/acid/reaction_mob(mob/living/M, method = TOUCH, volume)
if(ishuman(M) && !isgrey(M))
var/mob/living/carbon/human/H = M
if(method == TOUCH)
@@ -318,13 +319,62 @@
H.adjustFireLoss(min(max(4, (volume - 10) * 2), 20))
H.emote("scream")
/datum/reagent/sacid/reaction_obj(obj/O, volume)
if((istype(O,/obj/item) || istype(O,/obj/structure/glowshroom)) && prob(40))
if(!O.unacidable)
var/obj/effect/decal/cleanable/molten_object/I = new/obj/effect/decal/cleanable/molten_object(O.loc)
I.desc = "Looks like this was \an [O] some time ago."
O.visible_message("<span class='warning'>[O] melts.</span>")
qdel(O)
/datum/reagent/acid/reaction_obj(obj/O, volume)
if(ismob(O.loc)) //handled in human acid_act()
return
volume = round(volume, 0.1)
O.acid_act(acidpwr, volume)
/datum/reagent/acid/reaction_turf(turf/T, volume)
if(!istype(T))
return
volume = round(volume, 0.1)
T.acid_act(acidpwr, volume)
/datum/reagent/acid/facid
name = "Fluorosulfuric Acid"
id = "facid"
description = "Fluorosulfuric acid is a an extremely corrosive super-acid."
color = "#5050FF"
acidpwr = 42
/datum/reagent/acid/facid/on_mob_life(mob/living/M)
var/update_flags = STATUS_UPDATE_NONE
update_flags |= M.adjustToxLoss(1*REAGENTS_EFFECT_MULTIPLIER, FALSE)
return ..() | update_flags
/datum/reagent/acid/facid/reaction_mob(mob/living/M, method = TOUCH, volume)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(method == TOUCH)
if(volume > 9)
if(!H.wear_mask && !H.head)
var/obj/item/organ/external/affecting = H.get_organ("head")
if(affecting)
affecting.disfigure()
H.adjustFireLoss(min(max(8, (volume - 5) * 3), 75))
H.emote("scream")
return
else
var/melted_something = FALSE
if(H.wear_mask && !H.wear_mask.unacidable)
qdel(H.wear_mask)
H.update_inv_wear_mask()
to_chat(H, "<span class='danger'>Your [H.wear_mask] melts away!</span>")
melted_something = TRUE
if(H.head && !H.head.unacidable)
qdel(H.head)
H.update_inv_head()
to_chat(H, "<span class='danger'>Your [H.head] melts away!</span>")
melted_something = TRUE
if(melted_something)
return
if(volume >= 5)
H.emote("scream")
H.adjustFireLoss(min(max(8, (volume - 5) * 3), 75))
to_chat(H, "<span class='warning'>The blueish acidic substance stings[volume < 5 ? " you, but isn't concentrated enough to harm you" : null]!</span>")
/datum/reagent/carpotoxin
name = "Carpotoxin"
@@ -620,62 +670,6 @@
M.emote("scream")
return ..() | update_flags
/datum/reagent/facid
name = "Fluorosulfuric Acid"
id = "facid"
description = "Fluorosulfuric acid is a an extremely corrosive super-acid."
reagent_state = LIQUID
color = "#5050FF"
process_flags = ORGANIC | SYNTHETIC
taste_description = "<span class='userdanger'>ACID</span>"
/datum/reagent/facid/on_mob_life(mob/living/M)
var/update_flags = STATUS_UPDATE_NONE
update_flags |= M.adjustToxLoss(1*REAGENTS_EFFECT_MULTIPLIER, FALSE)
update_flags |= M.adjustFireLoss(1, FALSE)
return ..() | update_flags
/datum/reagent/facid/reaction_mob(mob/living/M, method = TOUCH, volume)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(method == TOUCH)
if(volume > 9)
if(!H.wear_mask && !H.head)
var/obj/item/organ/external/affecting = H.get_organ("head")
if(affecting)
affecting.disfigure()
H.adjustFireLoss(min(max(8, (volume - 5) * 3), 75))
H.emote("scream")
return
else
var/melted_something = FALSE
if(H.wear_mask && !H.wear_mask.unacidable)
qdel(H.wear_mask)
H.update_inv_wear_mask()
to_chat(H, "<span class='danger'>Your [H.wear_mask] melts away!</span>")
melted_something = TRUE
if(H.head && !H.head.unacidable)
qdel(H.head)
H.update_inv_head()
to_chat(H, "<span class='danger'>Your [H.head] melts away!</span>")
melted_something = TRUE
if(melted_something)
return
if(volume >= 5)
H.emote("scream")
H.adjustFireLoss(min(max(8, (volume - 5) * 3), 75))
to_chat(H, "<span class='warning'>The blueish acidic substance stings[volume < 5 ? " you, but isn't concentrated enough to harm you" : null]!</span>")
/datum/reagent/facid/reaction_obj(obj/O, volume)
if((istype(O, /obj/item) || istype(O, /obj/structure/glowshroom)))
if(!O.unacidable)
var/obj/effect/decal/cleanable/molten_object/I = new/obj/effect/decal/cleanable/molten_object(O.loc)
I.desc = "Looks like this was \an [O] some time ago."
O.visible_message("<span class='warning'>[O] melts.</span>")
qdel(O)
/datum/reagent/initropidril
name = "Initropidril"
id = "initropidril"
@@ -24,10 +24,14 @@
/datum/reagent/water/reaction_mob(mob/living/M, method = TOUCH, volume)
M.water_act(volume, water_temperature, src, method)
/datum/reagent/water/reaction_turf(turf/simulated/T, volume)
/datum/reagent/water/reaction_turf(turf/T, volume)
T.water_act(volume, water_temperature, src)
var/obj/effect/acid/A = (locate(/obj/effect/acid) in T)
if(A)
A.acid_level = max(A.acid_level - volume* 50, 0)
/datum/reagent/water/reaction_obj(obj/O, volume)
O.acid_level = 0
O.water_act(volume, water_temperature, src)
/datum/reagent/lube
+1
View File
@@ -200,6 +200,7 @@
#include "code\controllers\master.dm"
#include "code\controllers\subsystem.dm"
#include "code\controllers\verbs.dm"
#include "code\controllers\subsystem\acid.dm"
#include "code\controllers\subsystem\afk.dm"
#include "code\controllers\subsystem\air.dm"
#include "code\controllers\subsystem\alarm.dm"