Plasmamen ignite when not wearing their suit.

Conflicts:
	code/modules/mob/living/carbon/human/human_defines.dm
This commit is contained in:
Rob Nelson
2014-08-04 22:23:11 -04:00
committed by ZomgPonies
parent 3fe9e49bb2
commit 7e8c1cf7fe
5 changed files with 15 additions and 3 deletions
@@ -70,3 +70,6 @@
var/check_mutations=0 // Check mutations on next life tick
var/lastFart = 0 // Toxic fart cooldown.
fire_dmi = 'icons/mob/OnFire.dmi'
fire_sprite = "Standing"
+5 -1
View File
@@ -446,7 +446,11 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if (!istype(wear_suit,/obj/item/clothing/suit/space/plasmaman) || !istype(head,/obj/item/clothing/head/helmet/space/plasmaman))
//testing("Plasmaman [src] leakin'. coverflags=[cover_flags]")
// OH FUCK HE LEAKIN'.
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)
// This was OP.
//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)
src << "<span class='warning'>Your body reacts with the atmosphere and bursts into flame!</span>"
adjust_fire_stacks(0.5)
IgniteMob()
if(breath)
loc.assume_air(breath)
@@ -11,12 +11,18 @@
breath_type = "plasma"
var/heat_level_1 = 350 // Heat damage level 1 above this point.
var/heat_level_2 = 400 // Heat damage level 2 above this point.
var/heat_level_3 = 500 // Heat damage level 3 above this point.
/datum/species/plasmaman/say_filter(mob/M, message, datum/language/speaking)
if(copytext(message, 1, 2) != "*")
message = replacetext(message, "s", stutter("ss"))
return message
/datum/species/plasmaman/equip(var/mob/living/carbon/human/H)
H.fire_sprite = "Plasmaman"
// Unequip existing suits and hats.
H.u_equip(H.wear_suit)
H.u_equip(H.head)
@@ -432,7 +432,6 @@ proc/get_damage_icon_part(damage_state, body_part)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
face_standing.Blend(facial_s, ICON_OVERLAY)
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
@@ -541,7 +540,7 @@ proc/get_damage_icon_part(damage_state, body_part)
remove_overlay(FIRE_LAYER)
if(on_fire)
overlays_standing[FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"=-FIRE_LAYER)
overlays_standing[FIRE_LAYER] = image("icon"=fire_dmi, "icon_state"=fire_sprite, "layer"=-FIRE_LAYER)
else
overlays_standing[FIRE_LAYER] = null