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- 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
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@@ -19,11 +19,14 @@
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icon_state = "hardhat0_red"
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item_state = "hardhat0_red"
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color = "red"
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name = "firefighter helmet"
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flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
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/obj/item/clothing/head/helmet/hardhat/white
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icon_state = "hardhat0_white"
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item_state = "hardhat0_white"
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color = "white"
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flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
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/obj/item/clothing/head/helmet/hardhat/dblue
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icon_state = "hardhat0_dblue"
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@@ -12,6 +12,7 @@
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
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slowdown = 1.0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
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/obj/item/clothing/suit/fire/firefighter
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@@ -54,11 +54,10 @@ var/const/FINGERPRINT_COMPLETE = 6 //This is the output of the stringpercent(pri
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obj/machinery/computer/forensic_scanning
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name = "\improper High-Res Forensic Scanning Computer"
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icon_state = "forensic"
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var
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obj/item/scanning
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temp = ""
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canclear = 1
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authenticated = 0
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var/obj/item/scanning
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var/temp = ""
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var/canclear = 1
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var/authenticated = 0
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//Here's the structure for files: each entry is a list, and entry one in that list is the string of their
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//full and scrambled fingerprint. This acts as the method to arrange evidence. Each subsequent entry is list
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@@ -68,14 +67,14 @@ obj/machinery/computer/forensic_scanning
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// 3: All fibers on the object
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// 4: All blood on the object
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//This is then used to show what objects were used to "find" the full print, as well as the fibers on it.
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list/files
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var/list/files
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//This holds objects (1) without prints, and their fibers(2) and blood(3).
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list/misc
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obj/item/weapon/f_card/card
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var/list/misc
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var/obj/item/weapon/f_card/card
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scan_data = ""
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scan_name = ""
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scan_process = 0
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var/scan_data = ""
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var/scan_name = ""
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var/scan_process = 0
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req_access = list(access_forensics_lockers)
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -29,6 +29,11 @@
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src.health = 100
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src.stat = 0
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//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
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//affects them once clothing is factored in. ~Errorage
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/mob/living/proc/calculate_affecting_pressure(var/pressure)
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return 0
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//sort of a legacy burn method for /electrocute, /shock, and the e_chair
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/mob/living/proc/burn_skin(burn_amount)
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