mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 07:33:34 +01:00
Reintegrate mob fire
I took out the entire on_fire system to work on LINDA. This commit readds it.
This commit is contained in:
@@ -87,13 +87,14 @@
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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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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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@@ -104,12 +105,16 @@
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if(360 to 400)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
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fire_alert = max(fire_alert, 2)
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if(400 to 1000)
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if(400 to 460)
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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fire_alert = max(fire_alert, 2)
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if(1000 to INFINITY)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
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fire_alert = max(fire_alert, 2)
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if(460 to INFINITY)
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if(on_fire)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
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fire_alert = max(fire_alert, 2)
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else
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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fire_alert = max(fire_alert, 2)
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return
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/mob/living/carbon/alien/proc/handle_mutations_and_radiation()
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@@ -141,6 +146,13 @@
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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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@@ -50,6 +50,9 @@
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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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update_canmove()
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@@ -62,6 +62,7 @@
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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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@@ -72,6 +73,21 @@
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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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var/t_state = wear_suit.item_state
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@@ -442,6 +442,7 @@ mob/living
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/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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src.IgniteMob()
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bodytemperature = max(bodytemperature, BODYTEMP_HEAT_DAMAGE_LIMIT+10)
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/mob/living/carbon/can_use_hands()
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@@ -226,6 +226,11 @@
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usr << "<span class='deadsay'>[t_He] has a pulse!</span>"
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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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@@ -80,4 +80,7 @@
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var/lastFart = 0 // Toxic fart cooldown.
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var/frozen = 0 //used for preventing attacks on admin-frozen people
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var/frozen = 0 //used for preventing attacks on admin-frozen people
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var/fire_dmi = 'icons/mob/OnFire.dmi'
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var/fire_sprite = "Standing"
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@@ -105,6 +105,9 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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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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@@ -379,6 +382,17 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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handle_breath(breath)
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if(species.name=="Plasmaman") //this is stupid as fuck
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// Check if we're wearing our biosuit and mask.
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if (!istype(wear_suit,/obj/item/clothing/suit/space/eva/plasmaman) || !istype(head,/obj/item/clothing/head/helmet/space/eva/plasmaman))
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//testing("Plasmaman [src] leakin'. coverflags=[cover_flags]")
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// OH FUCK HE LEAKIN'.
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// This was OP.
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//environment.adjust(tx = environment.total_moles()*BREATH_PERCENTAGE) // About one breath's worth. (I know we aren't breathing it out, but this should be about the right amount)
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src << "<span class='warning'>Your body reacts with the atmosphere and bursts into flame!</span>"
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adjust_fire_stacks(0.5)
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IgniteMob()
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if(breath)
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loc.assume_air(breath)
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@@ -436,16 +450,17 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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stabilize_temperature_from_calories()
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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 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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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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else
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//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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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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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 < bodytemperature)
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//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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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
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else
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//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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bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
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// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
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if(bodytemperature > species.heat_level_1)
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@@ -460,8 +475,12 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(bodytemperature > species.heat_level_3 && bodytemperature < INFINITY)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "Fire")
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fire_alert = max(fire_alert, 2)
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if(on_fire)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "Fire")
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fire_alert = max(fire_alert, 2)
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else
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.cold_level_1)
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fire_alert = max(fire_alert, 1)
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@@ -506,6 +525,29 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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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 = 0 //Simple check to estimate how protected we are against multiple temperatures
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if(wear_suit)
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if(wear_suit.max_heat_protection_temperature >= FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE)
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thermal_protection += (wear_suit.max_heat_protection_temperature*0.7)
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if(head)
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if(head.max_heat_protection_temperature >= FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE)
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thermal_protection += (head.max_heat_protection_temperature*THERMAL_PROTECTION_HEAD)
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thermal_protection = round(thermal_protection)
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if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
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return
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if(thermal_protection >= FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE)
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bodytemperature += 11
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return
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else
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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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@@ -21,6 +21,8 @@
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return message
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/datum/species/plasmaman/equip(var/mob/living/carbon/human/H)
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H.fire_sprite = "Plasmaman"
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// Unequip existing suits and hats.
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H.unEquip(H.wear_suit)
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H.unEquip(H.head)
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@@ -459,6 +459,13 @@ 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_standing[FIRE_LAYER] = image("icon"=fire_dmi, "icon_state"=fire_sprite, "layer"=-FIRE_LAYER)
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else
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overlays_standing[FIRE_LAYER] = null
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apply_overlay(FIRE_LAYER)
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/* --------------------------------------- */
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//For legacy support.
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@@ -489,6 +496,7 @@ 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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@@ -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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@@ -59,6 +59,9 @@
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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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@@ -385,10 +388,11 @@
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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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@@ -648,4 +652,12 @@
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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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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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@@ -20,6 +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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@@ -112,6 +113,15 @@
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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_standing[M_FIRE_LAYER]
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if(on_fire)
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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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overlays += overlays_standing[M_FIRE_LAYER]
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return
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else
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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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@@ -328,6 +328,8 @@
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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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suiciding = 0
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buckled = initial(src.buckled)
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@@ -350,6 +352,7 @@
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timeofdeath = 0
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stat = CONSCIOUS
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update_fire()
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regenerate_icons()
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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@@ -541,7 +544,6 @@
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red <B>[] resists!</B>", L), 1)
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//unbuckling yourself
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if(L.buckled && (L.last_special <= world.time) )
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if(iscarbon(L))
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@@ -635,6 +637,21 @@
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//breaking out of handcuffs
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else if(iscarbon(L))
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var/mob/living/carbon/CM = L
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if(CM.on_fire && CM.canmove)
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CM.fire_stacks -= 5
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CM.weakened = max(CM.weakened, 3)//We dont check for CANWEAKEN, I don't care how immune to weakening you are, if you're rolling on the ground, you're busy.
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CM.update_canmove()
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CM.spin(32,2)
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
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"<span class='notice'>You stop, drop, and roll!</span>")
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sleep(30)
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if(fire_stacks <= 0)
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
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"<span class='notice'>You extinguish yourself.</span>")
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ExtinguishMob()
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return
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if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
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CM.changeNext_move(CLICK_CD_BREAKOUT)
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CM.last_special = world.time + CLICK_CD_BREAKOUT
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@@ -199,6 +199,45 @@
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return
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//Mobs on Fire
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/mob/living/proc/IgniteMob()
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if(fire_stacks > 0 && !on_fire)
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on_fire = 1
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src.AddLuminosity(3)
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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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src.AddLuminosity(-3)
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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()
|
||||
if(fire_stacks < 0)
|
||||
fire_stacks++ //If we've doused ourselves in water to avoid fire, dry off slowly
|
||||
fire_stacks = min(0, fire_stacks)//So we dry ourselves back to default, nonflammable.
|
||||
if(!on_fire)
|
||||
return 1
|
||||
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
|
||||
if(G.oxygen < 1)
|
||||
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
|
||||
return
|
||||
var/turf/location = get_turf(src)
|
||||
location.hotspot_expose(700, 50, 1)
|
||||
|
||||
/mob/living/fire_act()
|
||||
adjust_fire_stacks(0.5)
|
||||
IgniteMob()
|
||||
|
||||
//Mobs on Fire end
|
||||
|
||||
//This is called when the mob is thrown into a dense turf
|
||||
/mob/living/proc/turf_collision(var/turf/T, var/speed)
|
||||
src.take_organ_damage(speed*5)
|
||||
|
||||
@@ -36,6 +36,10 @@
|
||||
var/cameraFollow = null
|
||||
|
||||
var/tod = null // Time of death
|
||||
|
||||
var/on_fire = 0 //The "Are we on fire?" var
|
||||
var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20
|
||||
|
||||
var/update_slimes = 1
|
||||
var/specialsauce = 0 //Has this person consumed enough special sauce? IF so they're a ticking time bomb of death.
|
||||
var/implanting = 0 //Used for the mind-slave implant
|
||||
|
||||
@@ -61,6 +61,7 @@
|
||||
see_in_dark = 8
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
updateicon()
|
||||
update_fire()
|
||||
tod = worldtime2text() //weasellos time of death patch
|
||||
if(mind) mind.store_memory("Time of death: [tod]", 0)
|
||||
|
||||
|
||||
@@ -21,6 +21,10 @@
|
||||
msg += "It looks slightly charred.\n"
|
||||
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)
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
update_gravity(mob_has_gravity())
|
||||
|
||||
handle_fire()
|
||||
|
||||
/mob/living/silicon/robot/proc/clamp_values()
|
||||
|
||||
@@ -340,3 +341,29 @@
|
||||
if(paralysis || stunned || weakened || buckled || lockcharge) canmove = 0
|
||||
else canmove = 1
|
||||
return canmove
|
||||
|
||||
//Robots on fire
|
||||
/mob/living/silicon/robot/handle_fire()
|
||||
if(..())
|
||||
return
|
||||
if(fire_stacks > 0)
|
||||
fire_stacks--
|
||||
fire_stacks = max(0, fire_stacks)
|
||||
else
|
||||
ExtinguishMob()
|
||||
|
||||
//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
|
||||
@@ -510,6 +510,9 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/update_fire()
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/revive()
|
||||
..()
|
||||
health = maxHealth
|
||||
|
||||
Reference in New Issue
Block a user