mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
Being able to set people on FIRE
This commit is contained in:
@@ -86,14 +86,15 @@
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// Aliens are now weak to fire.
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//After then, it reacts to the surrounding atmosphere based on your thermal protection
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if(loc_temp > bodytemperature)
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//Place is hotter than we are
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var/thermal_protection = heat_protection //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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bodytemperature += (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
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else
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bodytemperature += 1 * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
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// bodytemperature -= max((loc_temp - bodytemperature / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
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if(!on_fire) // If you're on fire, ignore local air temperature
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if(loc_temp > bodytemperature)
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//Place is hotter than we are
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var/thermal_protection = heat_protection //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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bodytemperature += (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
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else
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bodytemperature += 1 * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
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// bodytemperature -= max((loc_temp - bodytemperature / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
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// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
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if(bodytemperature > 360.15)
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@@ -141,6 +142,12 @@
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radiation -= 3
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adjustToxLoss(3)
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/mob/living/carbon/alien/handle_fire()//Aliens on fire code
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if(..())
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return
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bodytemperature += BODYTEMP_HEATING_MAX //If you're on fire, you heat up!
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return
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/mob/living/carbon/alien/IsAdvancedToolUser()
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return has_fine_manipulation
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@@ -53,6 +53,8 @@
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//stuff in the stomach
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handle_stomach()
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//Handle being on fire
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handle_fire()
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//Status updates, death etc.
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handle_regular_status_updates()
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@@ -4,7 +4,8 @@
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#define X_L_HAND_LAYER 3
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#define X_R_HAND_LAYER 4
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#define TARGETED_LAYER 5
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#define X_TOTAL_LAYERS 5
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#define X_FIRE_LAYER 6
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#define X_TOTAL_LAYERS 6
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/////////////////////////////////
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/mob/living/carbon/alien/humanoid
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@@ -49,6 +50,7 @@
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update_inv_pockets(0)
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update_hud()
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update_icons()
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update_fire()
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/mob/living/carbon/alien/humanoid/update_hud()
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@@ -58,7 +60,20 @@
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// else client.screen -= hud_used.other //Not used
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client.screen |= contents
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/mob/living/carbon/alien/humanoid/update_fire()
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overlays -= overlays_lying[X_FIRE_LAYER]
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overlays -= overlays_standing[X_FIRE_LAYER]
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if(on_fire)
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overlays_lying[X_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Lying", "layer"= -X_FIRE_LAYER)
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overlays_standing[X_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"= -X_FIRE_LAYER)
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if(src.lying)
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overlays += overlays_lying[X_FIRE_LAYER]
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else
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overlays += overlays_standing[X_FIRE_LAYER]
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return
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else
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overlays_lying[X_FIRE_LAYER] = null
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overlays_standing[X_FIRE_LAYER] = null
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/mob/living/carbon/alien/humanoid/update_inv_wear_suit(var/update_icons=1)
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if(wear_suit)
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@@ -151,4 +166,5 @@
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#undef X_L_HAND_LAYER
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#undef X_R_HAND_LAYER
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#undef TARGETED_LAYER
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#undef X_FIRE_LAYER
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#undef X_TOTAL_LAYERS
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@@ -221,13 +221,18 @@
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msg += "<span class='warning'>"
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if(fire_stacks > 0)
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msg += "[t_He] [t_is] covered in something flammable.\n"
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if(fire_stacks < 0)
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msg += "[t_He] looks a little soaked.\n"
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if(nutrition < 100)
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msg += "[t_He] [t_is] severely malnourished.\n"
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else if(nutrition >= 500)
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/*if(usr.nutrition < 100)
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if(usr.nutrition < 100)
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msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
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else*/
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msg += "[t_He] [t_is] quite chubby.\n"
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else
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msg += "[t_He] [t_is] quite chubby.\n"
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msg += "</span>"
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@@ -90,6 +90,9 @@
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handle_virus_updates()
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//Check if we're on fire
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handle_fire()
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//stuff in the stomach
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handle_stomach()
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@@ -557,18 +560,19 @@
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// log_debug("Adjusting to atmosphere.")
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//After then, it reacts to the surrounding atmosphere based on your thermal protection
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if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT) //Place is colder than we are
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var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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// log_debug("[loc_temp] is Cold. Cooling by [amt]")
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bodytemperature += amt
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else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT) //Place is hotter than we are
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var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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// log_debug("[loc_temp] is Heat. Heating up by [amt]")
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bodytemperature += amt
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if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
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if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT) //Place is colder than we are
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var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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// log_debug("[loc_temp] is Cold. Cooling by [amt]")
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bodytemperature += amt
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else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT) //Place is hotter than we are
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var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
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if(thermal_protection < 1)
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var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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// log_debug("[loc_temp] is Heat. Heating up by [amt]")
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bodytemperature += amt
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// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
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if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
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@@ -628,6 +632,16 @@
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pl_effects()
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return
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///FIRE CODE
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handle_fire()
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if(..())
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return
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var/thermal_protection = get_heat_protection(30000) //If you don't have fire suit level protection, you get a temperature increase
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if((1 - thermal_protection) > 0.0001)
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bodytemperature += BODYTEMP_HEATING_MAX
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return
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//END FIRE CODE
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/*
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proc/adjust_body_temperature(current, loc_temp, boost)
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var/temperature = current
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@@ -119,7 +119,8 @@ Please contact me on #coderbus IRC. ~Carn x
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#define R_HAND_LAYER 20
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#define TAIL_LAYER 21 //bs12 specific. this hack is probably gonna come back to haunt me
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#define TARGETED_LAYER 22 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 22
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#define FIRE_LAYER 23 //If you're on fire
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#define TOTAL_LAYERS 23
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -129,6 +130,20 @@ Please contact me on #coderbus IRC. ~Carn x
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var/icon/race_icon
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var/icon/deform_icon
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/mob/living/carbon/human/proc/apply_overlay(cache_index)
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var/image/I = lying ? overlays_lying[cache_index] : overlays_standing[cache_index]
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if(I)
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overlays += I
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/mob/living/carbon/human/proc/remove_overlay(cache_index)
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if(overlays_lying[cache_index])
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overlays -= overlays_lying[cache_index]
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overlays_lying[cache_index] = null
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if(overlays_standing[cache_index])
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overlays -= overlays_standing[cache_index]
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overlays_standing[cache_index] = null
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//UPDATES OVERLAYS FROM OVERLAYS_LYING/OVERLAYS_STANDING
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//this proc is messy as I was forced to include some old laggy cloaking code to it so that I don't break cloakers
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//I'll work on removing that stuff by rewriting some of the cloaking stuff at a later date.
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@@ -457,6 +472,15 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[TARGETED_LAYER] = null
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_fire()
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remove_overlay(FIRE_LAYER)
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if(on_fire)
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overlays_lying[FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Lying", "layer"=-FIRE_LAYER)
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overlays_standing[FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"=-FIRE_LAYER)
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apply_overlay(FIRE_LAYER)
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/* --------------------------------------- */
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//For legacy support.
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@@ -486,7 +510,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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update_icons()
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//Hud Stuff
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update_hud()
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update_fire()
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/* --------------------------------------- */
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//vvvvvv UPDATE_INV PROCS vvvvvv
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@@ -896,4 +920,5 @@ proc/get_damage_icon_part(damage_state, body_part)
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#undef R_HAND_LAYER
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#undef TAIL_LAYER
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#undef TARGETED_LAYER
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#undef FIRE_LAYER
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#undef TOTAL_LAYERS
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@@ -32,6 +32,10 @@
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msg += "It has minor burns.\n"
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else
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msg += "<B>It has severe burns!</B>\n"
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if (src.fire_stacks > 0)
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msg += "It's covered in something flammable.\n"
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if (src.fire_stacks < 0)
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msg += "It's soaked in water.\n"
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if (src.stat == UNCONSCIOUS)
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msg += "It isn't responding to anything around it; it seems to be asleep.\n"
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msg += "</span>"
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@@ -55,6 +55,9 @@
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if(environment) // More error checking -- TLE
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handle_environment(environment)
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//Check if we're on fire
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handle_fire()
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//Status updates, death etc.
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handle_regular_status_updates()
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update_canmove()
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@@ -380,10 +383,11 @@
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var/turf/heat_turf = get_turf(src)
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environment_heat_capacity = heat_turf.heat_capacity
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if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
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var/transfer_coefficient = 1
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if(!on_fire)
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if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
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var/transfer_coefficient = 1
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handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
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handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
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if(stat==2)
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bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
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@@ -657,3 +661,11 @@
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proc/handle_changeling()
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if(mind && mind.changeling)
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mind.changeling.regenerate()
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///FIRE CODE
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handle_fire()
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if(..())
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return
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adjustFireLoss(6)
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return
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//END FIRE CODE
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@@ -5,7 +5,8 @@
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#define M_L_HAND_LAYER 4
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#define M_R_HAND_LAYER 5
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#define TARGETED_LAYER 6
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#define M_TOTAL_LAYERS 6
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#define M_FIRE_LAYER 7
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#define M_TOTAL_LAYERS 7
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/////////////////////////////////
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/mob/living/carbon/monkey
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@@ -19,6 +20,7 @@
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update_inv_r_hand(0)
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update_inv_l_hand(0)
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update_inv_handcuffed(0)
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update_fire()
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update_icons()
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//Hud Stuff
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update_hud()
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@@ -115,6 +117,21 @@
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overlays_standing[TARGETED_LAYER] = null
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if(update_icons) update_icons()
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/mob/living/carbon/monkey/update_fire()
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overlays -= overlays_lying[M_FIRE_LAYER]
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overlays -= overlays_standing[M_FIRE_LAYER]
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if(on_fire)
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overlays_lying[M_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Lying", "layer"= -M_FIRE_LAYER)
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overlays_standing[M_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"= -M_FIRE_LAYER)
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if(src.lying)
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overlays += overlays_lying[M_FIRE_LAYER]
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else
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overlays += overlays_standing[M_FIRE_LAYER]
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return
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else
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overlays_lying[M_FIRE_LAYER] = null
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overlays_standing[M_FIRE_LAYER] = null
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//Monkey Overlays Indexes////////
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#undef M_MASK_LAYER
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#undef M_BACK_LAYER
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@@ -122,5 +139,6 @@
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#undef M_L_HAND_LAYER
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#undef M_R_HAND_LAYER
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#undef TARGETED_LAYER
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#undef M_FIRE_LAYER
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#undef M_TOTAL_LAYERS
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@@ -287,6 +287,8 @@
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ear_deaf = 0
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ear_damage = 0
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heal_overall_damage(1000, 1000)
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fire_stacks = 0
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on_fire = 0
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buckled = initial(src.buckled)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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@@ -297,6 +299,7 @@
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dead_mob_list -= src
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living_mob_list += src
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stat = CONSCIOUS
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update_fire()
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regenerate_icons()
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..()
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return
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@@ -127,4 +127,42 @@
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return 0
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// End BS12 momentum-transfer code.
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// End BS12 momentum-transfer code.
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//Mobs on Fire
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/mob/living/proc/IgniteMob()
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if(fire_stacks > 0)
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on_fire = 1
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update_fire()
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/mob/living/proc/ExtinguishMob()
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if(on_fire)
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on_fire = 0
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fire_stacks = 0
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update_fire()
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/mob/living/proc/update_fire()
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return
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/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
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fire_stacks = Clamp(fire_stacks + add_fire_stacks, min = -20, max = 20)
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/mob/living/proc/handle_fire()
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if(fire_stacks < 0)
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fire_stacks++ //If we've doused ourselves in water to avoid fire, dry off slowly
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fire_stacks = min(0, fire_stacks)//So we dry ourselves back to default, nonflammable.
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if(!on_fire)
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return 1
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var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
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if(G.oxygen < 1)
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ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
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return
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var/turf/location = get_turf(src)
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location.hotspot_expose(700, 50, 1)
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/mob/living/fire_act()
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adjust_fire_stacks(5)
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if(fire_stacks > 9 && !on_fire)
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IgniteMob()
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//Mobs on Fire end
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@@ -35,6 +35,8 @@
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var/tod = null // Time of death
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var/update_slimes = 1
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||||
var/on_fire = 0 //The "Are we on fire?" var
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||||
var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20
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var/silent = null //Can't talk. Value goes down every life proc.
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var/specialsauce = 0 //Has this person consumed enough special sauce? IF so they're a ticking time bomb of death.
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var/implanting = 0 //Used for the mind-slave implant
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||||
@@ -61,7 +61,7 @@
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see_in_dark = 8
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||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
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||||
updateicon()
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||||
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||||
update_fire()
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||||
tod = worldtime2text() //weasellos time of death patch
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||||
if(mind) mind.store_memory("Time of death: [tod]", 0)
|
||||
|
||||
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||||
@@ -18,6 +18,10 @@
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msg += "It looks slightly charred.\n"
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||||
else
|
||||
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
|
||||
if (src.fire_stacks < 0)
|
||||
msg += "It's covered in water.\n"
|
||||
if (src.fire_stacks > 0)
|
||||
msg += "It's coated in something flammable.\n"
|
||||
msg += "</span>"
|
||||
|
||||
if(opened)
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
process_killswitch()
|
||||
process_locks()
|
||||
update_canmove()
|
||||
handle_fire()
|
||||
|
||||
/mob/living/silicon/robot/proc/clamp_values()
|
||||
|
||||
@@ -305,4 +306,24 @@
|
||||
/mob/living/silicon/robot/update_canmove()
|
||||
if(paralysis || stunned || weakened || buckled || lockcharge) canmove = 0
|
||||
else canmove = 1
|
||||
return canmove
|
||||
return canmove
|
||||
|
||||
//Robots on fire
|
||||
/mob/living/silicon/robot/handle_fire()
|
||||
if(..())
|
||||
return
|
||||
adjustFireLoss(3)
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/update_fire()
|
||||
overlays -= image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
|
||||
if(on_fire)
|
||||
overlays += image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
|
||||
update_icons()
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/fire_act()
|
||||
if(!on_fire) //Silicons don't gain stacks from hotspots, but hotspots can ignite them
|
||||
IgniteMob()
|
||||
|
||||
//Robots on fire
|
||||
@@ -1021,6 +1021,9 @@
|
||||
icon_state = base_icon
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/proc/updatefire()
|
||||
return
|
||||
|
||||
//Call when target overlay should be added/removed
|
||||
/mob/living/silicon/robot/update_targeted()
|
||||
if(!targeted_by && target_locked)
|
||||
|
||||
@@ -462,3 +462,6 @@
|
||||
if (M.occupant)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/update_fire()
|
||||
return
|
||||
@@ -663,6 +663,7 @@
|
||||
if(resisting)
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red <B>[] resists!</B>", L), 1)
|
||||
return
|
||||
|
||||
|
||||
//unbuckling yourself
|
||||
@@ -753,9 +754,19 @@
|
||||
BD.attack_hand(usr)
|
||||
C.open()
|
||||
|
||||
//breaking out of handcuffs
|
||||
//Stop drop and roll & Handcuffs
|
||||
else if(iscarbon(L))
|
||||
var/mob/living/carbon/CM = L
|
||||
if(CM.on_fire && CM.canmove)
|
||||
CM.fire_stacks -= 5
|
||||
CM.weakened = 5
|
||||
CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
|
||||
"<span class='notice'>You stop, drop, and roll!</span>")
|
||||
if(fire_stacks <= 0)
|
||||
CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
|
||||
"<span class='notice'>You extinguish yourself.</span>")
|
||||
ExtinguishMob()
|
||||
return
|
||||
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
|
||||
@@ -259,6 +259,14 @@ datum
|
||||
if(!cube.wrapped)
|
||||
cube.Expand()
|
||||
return
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with water can help put them out!
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(-(volume / 10))
|
||||
if(M.fire_stacks <= 0)
|
||||
M.ExtinguishMob()
|
||||
return
|
||||
|
||||
lube
|
||||
name = "Space Lube"
|
||||
@@ -1169,7 +1177,12 @@ datum
|
||||
reagent_state = LIQUID
|
||||
color = "#660000" // rgb: 102, 0, 0
|
||||
|
||||
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(volume / 10)
|
||||
return
|
||||
reaction_obj(var/obj/O, var/volume)
|
||||
var/turf/the_turf = get_turf(O)
|
||||
if(!the_turf)
|
||||
@@ -1317,6 +1330,12 @@ datum
|
||||
napalm.trace_gases += fuel
|
||||
T.assume_air(napalm)
|
||||
return
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with plasma is stronger than fuel!
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(volume / 5)
|
||||
return
|
||||
|
||||
leporazine
|
||||
name = "Leporazine"
|
||||
@@ -1861,6 +1880,12 @@ datum
|
||||
else
|
||||
usr << "It wasn't enough..."
|
||||
return
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with ethanol isn't quite as good as fuel.
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(volume / 15)
|
||||
return
|
||||
*/
|
||||
ammonia
|
||||
name = "Ammonia"
|
||||
|
||||
Reference in New Issue
Block a user