- 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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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)