Reduce malf ticker time, update fire damage, fix breathing

This commit is contained in:
Markolie
2015-02-28 15:44:43 +01:00
parent 42935580da
commit a735e6855c
4 changed files with 12 additions and 7 deletions
@@ -15,7 +15,7 @@
var/const/waittime_l = 600
var/const/waittime_h = 1800 // started at 1800
var/AI_win_timeleft = 2000 //started at 2000, in case I change this for testing round end.
var/AI_win_timeleft = 1500 //started at 1500, in case I change this for testing round end.
var/malf_mode_declared = 0
var/station_captured = 0
var/to_nuke_or_not_to_nuke = 0
+4 -3
View File
@@ -72,10 +72,11 @@
desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
/obj/structure/displaycase/captains_laser/New()
req_access = list(access_captain)
occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
req_access = list(access_captain)
locked = 1
update_icon()
spawn(5)
occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
update_icon()
/obj/structure/proc/getPrint(mob/user as mob)
return md5(user:dna:uni_identity)
+1 -1
View File
@@ -1,6 +1,6 @@
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 3 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /5) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.
#define HUMAN_CRIT_MAX_OXYLOSS ( (tickerProcess.getLastTickerTimeDuration()) / 3) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
+6 -2
View File
@@ -583,8 +583,12 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(bodytemperature > species.heat_level_3 && bodytemperature < INFINITY)
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(on_fire)
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "Fire")
fire_alert = max(fire_alert, 2)
else
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
else if(bodytemperature < species.cold_level_1)
fire_alert = max(fire_alert, 1)