[Goonchem] Reagent Temperature

This commit is contained in:
Fox McCloud
2019-03-18 20:06:15 -04:00
parent 8ef3483119
commit 277722508a
69 changed files with 182 additions and 166 deletions

View File

@@ -46,7 +46,7 @@
pressure_resistance = 100 //100 kPa difference required to push
throw_pressure_limit = 120 //120 kPa difference required to throw
/mob/living/simple_animal/hostile/blob/blobspore/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
/mob/living/simple_animal/hostile/blob/blobspore/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
adjustBruteLoss(Clamp(0.01 * exposed_temperature, 1, 5))

View File

@@ -45,7 +45,7 @@
GLOB.poi_list.Remove(src)
return ..()
/obj/structure/blob/core/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
/obj/structure/blob/core/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/structure/blob/core/update_icon()

View File

@@ -20,7 +20,7 @@
var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay")
src.overlays += C
/obj/structure/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
/obj/structure/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/structure/blob/node/Destroy()

View File

@@ -3,9 +3,9 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_idle"
desc = "Some blob creature thingy"
health = 75
health = 75
fire_resist = 2
var/maxHealth = 75
var/maxHealth = 75
/obj/structure/blob/shield/update_icon()
if(health <= 0)
@@ -13,7 +13,7 @@
return
return
/obj/structure/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
/obj/structure/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/structure/blob/shield/CanPass(atom/movable/mover, turf/target, height=0)
@@ -42,11 +42,11 @@
P.setAngle(new_angle_s)
P.firer = src //so people who fired the lasers are not immune to them when it reflects
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return -1// complete projectile permutation
return -1// complete projectile permutation
else
playsound(src, P.hitsound, 50, 1)
visible_message("<span class='danger'>[src] is hit by \a [P]!</span>")
take_damage(P.damage, P.damage_type)
/obj/structure/blob/shield/reflective/bullet_act()
return