- Reduced the max amount of damage high pressure does from 20 to 7.

- Added a flag called STOPSPRESSUREDMAGE. When this flag is applied to headlmets/hats it reduces the amount of pressure a mob feels by 40%, when applied to suits it reduces it by 80%. (The max it can reduce pressure is obviously 100%) These coefficients are defines in setup.dm called PRESSURE_SUIT_REDUCTION_COEFFICIENT and PRESSURE_HEAD_REDUCTION_COEFFICIENT and can be tweaked as needed.
- Added a calculate_affecting_pressure(var/pressure) proc to all mobs which takes in pressure and returns the adjusted pressure which takes into account the clothes they are wearing. Currently used for monkeys (where it just returns pressure, since monkeys can't wear protective clothes) and humans, where it takes into account the stuff on the human's head and suit storage. 
- Somewhat standardized human and monkey life file code.
- Added the pressure stuff to the changelog
- Removed a provocative entry from the changelog by carn.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3829 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-06-15 06:50:20 +00:00
parent 91a1ee11bd
commit 2091f8b014
8 changed files with 1511 additions and 1547 deletions
+3
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@@ -19,11 +19,14 @@
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
color = "red"
name = "firefighter helmet"
flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
/obj/item/clothing/head/helmet/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
color = "white"
flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
/obj/item/clothing/head/helmet/hardhat/dblue
icon_state = "hardhat0_dblue"
+1
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@@ -12,6 +12,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
/obj/item/clothing/suit/fire/firefighter
+10 -11
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@@ -54,11 +54,10 @@ var/const/FINGERPRINT_COMPLETE = 6 //This is the output of the stringpercent(pri
obj/machinery/computer/forensic_scanning
name = "\improper High-Res Forensic Scanning Computer"
icon_state = "forensic"
var
obj/item/scanning
temp = ""
canclear = 1
authenticated = 0
var/obj/item/scanning
var/temp = ""
var/canclear = 1
var/authenticated = 0
//Here's the structure for files: each entry is a list, and entry one in that list is the string of their
//full and scrambled fingerprint. This acts as the method to arrange evidence. Each subsequent entry is list
@@ -68,14 +67,14 @@ obj/machinery/computer/forensic_scanning
// 3: All fibers on the object
// 4: All blood on the object
//This is then used to show what objects were used to "find" the full print, as well as the fibers on it.
list/files
var/list/files
//This holds objects (1) without prints, and their fibers(2) and blood(3).
list/misc
obj/item/weapon/f_card/card
var/list/misc
var/obj/item/weapon/f_card/card
scan_data = ""
scan_name = ""
scan_process = 0
var/scan_data = ""
var/scan_name = ""
var/scan_process = 0
req_access = list(access_forensics_lockers)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+5
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@@ -29,6 +29,11 @@
src.health = 100
src.stat = 0
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
+14 -14
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@@ -23,12 +23,16 @@
//Amount of air needed before pass out/suffocation commences
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 750
#define HIGH_STEP_PRESSURE HAZARD_HIGH_PRESSURE/2
#define WARNING_HIGH_PRESSURE HAZARD_HIGH_PRESSURE*0.7
#define HAZARD_LOW_PRESSURE 20
#define WARNING_LOW_PRESSURE HAZARD_LOW_PRESSURE*2.5
#define MAX_PRESSURE_DAMAGE 20
#define HAZARD_HIGH_PRESSURE 750 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 525 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
#define WARNING_LOW_PRESSURE 50 //This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)
#define HAZARD_LOW_PRESSURE 20 //This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
#define PRESSURE_DAMAGE_COEFFICIENT 5 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
#define MAX_PRESSURE_DAMAGE 7 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMAGE reduces pressure.
#define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMAGE reduces pressure.
// Doors!
#define DOOR_CRUSH_DAMAGE 10
@@ -100,7 +104,7 @@ var/MAX_EXPLOSION_RANGE = 14
#define SHOES_SLOWDOWN -1.0 // How much shoes slow you down by default. Negative values speed you up
//ITEM INVENTORY SLOT BITMASKS: (HUMANS ONLY!)
//ITEM INVENTORY SLOT BITMASKS
#define SLOT_OCLOTHING 1
#define SLOT_ICLOTHING 2
#define SLOT_GLOVES 4
@@ -117,14 +121,10 @@ var/MAX_EXPLOSION_RANGE = 14
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define TABLEPASS 2 // can pass by a table or rack
/********************************************************************************
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
* #define HALFMASK 4 // mask only gets 1/2 of air supply from internals *
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
********************************************************************************/
#define HEADSPACE 4 // head wear protects against space
#define MASKINTERNALS 8 // mask allows internals
+12 -2
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@@ -47,13 +47,24 @@ should be listed in the changelog upon commit tho. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">Friday, June 15th</h2>
</div>
<div class="commit sansserif">
<h2 class="date">15 June 2012</h2>
<h3 class="author">Carnwennan updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">First update for update_icons stuffs:<br>Fixed husking and fatties<br>Fixed floor tiles still appearing in hand when laying them<br>Fixed runtimes with fatties.</li>
<li class="bugfix">Fixes for pre-existing bugs:<br>Fixed being unable to put belts & backpacks on other people<br>nodamage (godmode) now prevents all organ damage. It does not stop healing however.<br>Nerd stuff...</li>
<li class="wip"><font color='purple'>Dear god people. Use the fucking issue tracker you lazy shits. If you don't fill it out properly you have absolutely no right to complain about TGstation ever.</font></li>
<!--<li class="wip"><font color='purple'>Dear god people. Use the fucking issue tracker you lazy shits. If you don't fill it out properly you have absolutely no right to complain about TGstation ever.</font></li>
Carn, keep the tone down. I will be quick to cut your wings if you continue this. ~Errorage
-->
</ul>
<h3 class="author">Errorage updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Greatly reduced the amount of damage high pressure does.</li>
<li class="rscadd">Fire suits, firefighting helmets (red harhats) and the chief engineer's white hardhat now protect against high pressure.</li>
</ul>
</div>
@@ -99,7 +110,6 @@ should be listed in the changelog upon commit tho. Thanks. -->
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">Sunday, June 10th</h2>
<h3 class="author">Agouri updated:</h3>